T H E   J O U R N E Y M A N   P R O J E C T   3:  L E G A C Y   O F   T I M E
for the Apple Macintosh

Moises Baez
[email protected]
Version 2.2
10/09/1999

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1. C O N T E N T S
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1. Contents
2. Story
3. Characters
4. Inventory
5. Walkthrough
6. Q & A
7. Copyrights

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2. R E V I S I O N S
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Date       Versions
06/04/99   1.0 - First Release!
06/08/99   1.2 - Added Andes (El Dorado Ruins) Walkthrough
               - Added More Inventory Objects
06/17/99   1.4 - New e-mail address.
06/23/99   1.6 - Added Himalayan (Shangri-La Ruins) Walkthrough
               - Added a Question and Answers section
               - More Inventory Objects
06/29/99   1.8 - Added Atlantis Walkthrough
               - More Inventory Objects
07/04/99   2.0 - Updated Atlantis Walkthrough
               - Updated location names
10/09/99   2.2 - Added El Dorado Walkthrough
               - More Inventory Objects

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2. S T O R Y
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The year is 2329, you are Agent 5 Gage Blackwood of the TSA. Agent 5 has 
thwarted 2 devious plots the last few years in order to preserve history. 
First Agent 5 stopped Elliot Sinclair's plans to disrupt the incoming 
Cyrollan culture. Sinclair claimed the Cyrollans came to Earth to conquer and 
not make peace. Most recently, Agent 3 Michelle Visard attempted to frame 
Gage. Agent 3 tried to give the secrets of time travel to an alien race known 
as the Krynn. Along with an Artificial Intelligence named Arthur, Gage 
stopped her actions by sending Arthur as a virus. It sent both Arthur and 
Agent 3 to a time stream where they are presumed dead.

Due to events surrounding time travel, the notion of safe time travel is 
under heavy scrutiny. The Symbiotry has no choice but to shut down the TSA 
and take control over all time travel. In the distance a once forgotten race 
is hurling toward Earth. They have come to find the lost Legacy and will stop 
at no cost. Agent 5 has to stop them from getting the Legacy.

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3. C H A R A C T E R S
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Name: Gage Blackwood (Agent 5)
Occupation: TSA Agent
Gage is the person you will be throughout the game. He is one of the top 
agents in the Temporal Security Agency. Previously he thwarted Elliot 
Sinclair and Michelle Visard.

Name: Michelle Visard (Agent 3)
Occupation: TSA Agent
Michelle was once a friend of Gage until she tried to frame him. She was 
stopped by Gage and was sent spiraling through a time stream. She is now 
thought to be dead.

Name: Arthur
Arthur is an Artificial Intelligence who was rescued by Gage in Kenneth 
Farstein's space station in the 21st century. He helped stop Agent 3 by 
infecting her Jumpsuit which sent her to a time stream. Arthur went along as 
the virus. He is now thought to be dead.  

Name: William Daulton
Occupation: TSA's Chief Engineer
William is a friend of Gage and TSA's top physicist. He improved on Elliot 
Sinclair's original time machine and created the TSA Jumpsuits. He is 
currently making a Chameleon Jumpsuit which can assume the appearance of 
humans.

Name: Jack Baldwin
Occupation: TSA Commissioner
Jack was previously a member of the World Senate but is now the TSA's highest 
official. He is under strict orders to shut down TSA.

Name: Dr. Elliot Sinclair
Occupation: Scientist
Elliot was the creator of time travel and the first time travel machine 
"Pegasus." The device was taken away from him and given to the TSA which was 
formed at the same time. He tried to sabotage the peace meetings between 
Cyrollans and Humans. He was caught by Agent 5 and sent to Vega Thalon 
prison, a moon near Saturn where he is on his last days of life.

Name: Jhessela
Occupation: Cyrollan Ambassador to Earth

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4. I N V E N T O R Y
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Note: This list is close to completion


Name: Rope Ladder
Found: Mediterranean Sea
Date: October 6 1262 BC
Description: Made from thick twine, the rope ladder is composed of a series 
of hoops that allow foot and hand holds for climbing.

Name: Winch Handle
Found: Andes Mountains
Date: January 29, 524 AD
Description: A large stone wheel with an attached handle used to wind a rope 
and bucket system.

Name: Crop Basket
Found: Andes Mountains
Date: January 29, 524 AD
Description: A crop basket woven from twisted plant leaves, capable of 
holding approximately three hundred pounds.

Name: Wooden Staff
Found: Himalayan Mountains
Date: April 15, 1215 AD
Description: This wooden staff is a simple but effective bludgeoning weapon 
cut from a tree limb and roughly shaped.

Name: Control Wheel
Found: Himalayan Mountains
Date: April 15, 1215
Description: A spoked wooden wheel that was once a controlling piece of some 
mechanical device.

Name: Gears
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: This is a large set of meshing copper gears.

Name: Gaff
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: This pole is topped with a curved look and has reach of nearly 
ten feet.

Name Coins
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: A sizable cache of Atlantean copper coins, the inscription on 
each coin reads: "Ten Dramoi."

Name:Raw Clay
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: Composed of water and a mixture of common elements this lump of 
clay can be easily sculpted and shaped.

Name: Pitcher
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: A simple container capable of holding a measured volume of 
fluid.

Name: Bowl
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: A simple container capable of holding a measured volume of 
fluid.

Name: Gold Medallion
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: This Medallion is composed of clay and has been gilded with a 
sheet of gold leaf. An Atlantean symbol has been pressed onto the Medallion's 
face.

Name: Sun Disc
Found: Mediterranean Sea
Date: October 5, 1262 BC
Description: This gear like metal Disc has the symbol of the Sun emblazoned 
on its face.

Name: Gold Leaf
Found: Andes Mountains
Date: January 28, 524 AD
Description: A finely pounded sheet of malleable gold. Once applied and 
smoothed, gold leaf will give an object a golden luster.

Name: Flint Talisman
Found: Andes Mountains
Date: January 28, 524 AD
Description: A masterfully crafted ornament of possible religious 
significance. The gold figure grasping the flint rock is a Couatl, a South 
American mythological dragon spirit.


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5. W A L K T H R O U G H
=============================================================================
Note: This walkthrough is close to completion


-----------------------------------
Mediterranean Sea (Atlantis Ruins)
October 6, 1262 BC
-----------------------------------
- You start off in a destroyed city somewhere out in the Mediterranean. Get 
used to the controls presented. They are different from the previous games.

- Turn around until you see a building that looks like a Windmill. Go and 
walk towards it.

- You can't go right so go left of the Windmill. You will come in front of a 
cloaked Jumpsuit.

- Interact with the Jumpsuit. Arthur your old buddy is stored inside. He will 
talk to you and will transfer into your Jumpsuit. It will replace your 
Translator Biochip since he now translates for you. He will then play a 
message from Agent 3.

- Agent 3 says that she has found important events in history that cannot be 
ignored. But she does not want to be imprisoned before she can tell her 
story. So she has written 3 time codes in 3 locations. 1 being here in the 
Mediterranean. Those codes will take you to the location where she is at 
right at this very moment. 2 of the codes are at the highest points while the 
other is at the lowest.

- From here walk forward. Then go forward 2 more times until you have reached 
the bottom of he stairs. Walk forward so you can go over the water path. Walk 
forward 2 more times so you are on a platform.

- The game will automatically zoom to the derelict boat out there. It looks 
like Dr. Elliot Sinclair! Well it could be a relative of some sort.

- Now that Arthur finished talking, turn down and left. Grab the rope that is 
lying on the ground. It will help you get up the stairs of the Windmill. Walk 
or stride all the way back.

- Go through the broken wall of the Windmill. From your position inside the 
building, walk to your right. Look up at the destroyed stairs, drag your rope 
ladder from your inventory to the stairs. You will climb up automatically.

- Don't worry about climbing back down now because you can't. The rope fell 
when you climbed up. Climb up the stairs until you reach the top. Once you 
have reached the top, turn upwards at move through the door and walk up the 
ladder in the room.

- You now have a panoramic view of the city. It has been heavily destroyed. 
Turn down and to the left. You will see 4 circles on the ground. Zoom into 
the circles. It is 1 piece of the code that will tell you were Agent 3 is 
located.  After you get a diagram of the code you will see a enlightening 
scene.

- The scene shows the Total Eclipse of the Sun. At the same time a Cyrollan 
vessel moves closer into the city. It positions itself above a building and 
destroys it. Along with the rest of the remains of the city. Luckily you are 
sent into a "Null Time Pocket" as Arthur says. Another message from Agent 3 
plays encouraging you to get the rest of the time coordinates. From here you 
can go to the Andes or Himalayan Mountains. Lets go to the Andes first.

----------------------------------
Andes Mountains (El Dorado Ruins)
January 29, 524 AD
----------------------------------
- When you warped to the Andes you should have landed inside a well. Its not 
to difficult to get out. Turn down and look around until you see a lever, 
rope, and bucket. A piece of rock is disturbing the rope so grab it and drop 
it.

- Now pull the lever and watch the water roll in. The bucket should take you 
all the way up. Look up then climb out.

- Turn left until you can grab an object. Its a winch handle which you can 
use later on in the game.

- Turn a little to the right and walk forward 4 times. Turn to your left and 
there will be a passage. Keep walking until you see a basket of some sort. 
Get the Crop Basket.

- Go back down the passage you walked to get the Crop Basket. Keep walking 
until you cannot go any further. Turn left and walk forward a few more times 
until you have passed a doorway where the Air Balloons are.

- From here walk forward once then turn left and walk once. You should now be 
under the balloon and a handle system.

- Now is a good time to use the Winch Handle. Use it so that you can reel the 
balloon down so you can use the balloon. Drag the handle from your inventory 
and drop it onto the broken handle.

- Interact with the handle so you could bring down the balloon. Woo hoo it 
came down! But wait you still can't jump on it. Drag the Crop Basket onto the 
balloon. It will serve as your platform.

- After dropping the basket you should have gone up into the heavens. In 
front of you is another Air Balloon. Look down and a little to the right. The 
arrows should have become a magnifying glass. Click to see a rope with a hook 
on it. Zoom out and interact with the rope.

- The rope should then fling itself across to the other balloon and you would 
then jump into the next balloon all by itself.

- Look down and look around until you see the next time code. You should find 
it its not too hard to see. Zoom into the code to capture its image.

- After capturing the code image a scene plays showing unknown Alien Vessels 
and Cyrollan Vessels attacking each other and destroying the city. You are 
blasted right back into the Null Zone. Agent 3 gives you another message 
encouraging you to get the last code piece. It is now off to the last part, 
The Himalayan Mountains...

---------------------------------------
Himalayan Mountains (Shangri-La Ruins)
April 15, 1215 AD
---------------------------------------
- When you teleport to this location, you will be standing in front of a 
destroyed building. Turn to the right and down at the same time. Parts of the 
destroyed building are scattered here. Walk towards them.

- Oh, a dead body. He won't be needing that Wooden Staff that is on the 
ground anymore. Go ahead and take it.

- Turn to the right and pick up the control wheel that is also on the ground.

- Turn to the right again and go back up. Now we can go back inside the 
building. Walk inside.

- Move a little to the right yet again and move toward the gears and such. 
Use the Control Wheel. Place it right on the gears.

- Interact with the placed Control Wheel to make it move. After that walk 
away from the wheel. But don't leave the building.

- Now walk to the left part of the building. You will go down the little 
slope. Now walk all the way to the ledge that is outside.

- Ah nuts! The bridge didn't extend, or did it? Look down to see the bridge. 
When you turned the wheel it lowered the bridge downwards. Now we can walk 
down with no hassle.

- Hooray! You made it! We are almost to the time code. Turn left until you 
see a building. Walk forward. Its a long walk but you should arrive at a door 
and some windows.

- The door seems to be jammed or frozen solid. Pull out your Wooden Staff and 
use it on the door. It is now possible to walk in.

- Turn a little to the left where the statues and objects are. Walk forward.

- You should now be facing the Buddha statue. Walk towards it. You should now 
be really close to it. Just walk over its head. You are going to need to 
stand on him.

- Turn left and down to see the time code written on the snow. Capture it. A 
short scene plays. It shows Cyrollan's looking around the destroyed city. You 
teleport before they can see you.

-------------------
Atlantis
October 5, 1262 BC
-------------------
- This is now the fun part of the game. Interacting with characters and 
solving puzzles.

- Before we move you better learn some things. First, you cannot interact 
with somebody when you don't have a guise. You must equip the guise of 
another person. Second, talking to people in different guises lets you get 
more of a range of conversation.

- Turn to your right then walk forward. Look down and to the right. Below 
there should be a door that lets you get inside the Windmill. Open it and 
walk through it.

- Once you have climbed down the ladder, turn left and look down. Pick up the 
gears that are laying there.

- Turn all the way around. Walk forward and keep going forward until you see 
a Lever and some gears. Place the gears you got on the ground.

- Turn the Lever 5 times. What we want to do is have the windmill move until 
a broken one appears. Now go ahead and walk forward.

- Once you are standing on the ledge turn around and pull the lever. 
Automatically you will move and jump onto a platform.

- Turn to your right and walk forward 2 times. Look down and to the left. 
Jump onto the crane that you see below.

- There are 2 ways to come down. Lets take the closest one first. Walk 
forward once. Look down and walk down the pole. Keep climbing down until you 
reach the ground.

- Once you hit the ground you could here someone asking for dimes. Lets go to 
him. Walk forward. Turn to your right and walk forward. Turn to your left and 
walk forward. Turn to your left and capture his guise.

- Lets not talk to him yet. Turn left and walk forward. Turn left again and 
walk inside the Egyptian Ship. Look down and get the Gaff.

- Equip the guise of the Beggar. To do that click on your self image on the 
lower portion of the screen. Just choose the Beggar.

- Now turn to your right and walk forward. Turn left until you see the 
Captain of the ship chained down.

- Capture his guise and talk to him. Beg for coins. Afterwards say thanks to 
show good manners. Walk back to where you climbed down.

- Walk the opposite way from you walked last time. You should now be hearing 
the Journeyman song being played on a flute. Turn to your left and look 
forward.

- Look down and walk down the stairs. Turn to your right and capture the 
Ferryman's guise. Before you approach him, equip the guise of the Captain.

- Walk toward him, capture his guise, and talk to him. He can take you 
anywhere inside Atlantis. For now lets go to the Windmill.

- Now that you have arrived at the Windmill. Turn left and walk forward. Turn 
to your right and climb to the top of the stairs. You should have stopped in 
front of the entrance of the Windmill.

- Walk forward 2 times. Passing the table and chairs. There should be 2 big 
objects that look like wooden boxes. Open the one on the right.

- Inside the box is a scroll. The scroll has a picture of a machine and rope 
opening some sort of secret passage underground. One man opens the passage 
while the other walks through it. This will be important later on in the 
level

- Equip the guise of the Captain. Turn to your right and walk forward. Turn 
to your right and walk forward again. Turn to your left and capture the 
Windmill Keeper's guise and talk to him.

- When he asks you about nasty weather. Reply Yes or No it doesn't really 
matter. After this you will be able to ask the phrase of nasty weather.

- Leave and go back to the docks. Equip your Beggar guise. Now go back and 
talk to the Captain.

- Ask him about the nasty weather. He replies that it may even rain. He then 
rambles on about how he was captured and how he wants to escape.

- After this you get to reply to the nasty weather question with it may even 
rain.

- Go see the beggar disguised as the Captain. Give him a coin and respond 
with it may even rain.

- He tells you that he has organized a meeting with people to get the 
captives out of the city. Make sure you click on all the questions. After 
talking to him you can now reply to the Windmill Keeper's question with a 
long winter remark.

- Go back to the Windmill. Remember to still be disguised as the Captain. 
Talk to the Windmill Keeper. After he goes a little more in depth about the 
situation he leaves upstairs to repair the Windmill.

- Don't worry about doing anything here yet. 

- Meet up with the Ferryman and ask him to take you to the Temple. Still be 
disguised as the captain.

- When you get off the ferry, turn right and walk forward. Now turn left and 
capture the guise of the Guard. Talk to him.

- The only way to get in the Temple is to possess a gold medallion. We will 
get that later on.

- Go and meet the Ferryman and ask him to take you to the Oil Vendor/Potter 
Shops.

- Be sure to be in the guise of the Beggar this time. When you come off the 
boat turn a little to the right and walk forward 2 times. Turn to your left 
until you see a open doorway. Walk forward 3 times then turn left. Capture 
the guise of the Potter, walk toward him.

- Before talking to the Potter, turn to your right and walk forward. Turn the 
lever of the clay pot. Look down to see where the clay landed. Take the Raw 
Clay that landed there.

- Go and talk to the potter. He won't tell you much of the Kalos Kalyre 
because he has work to do. Now leave. When you are leaving, make sure you 
turn to the left on the passage way that is outside. Be sure to switch you 
guise to the Ferryman.

- Walk forward 2 times. Turn to your left and walk forward. Turn left and 
walk forward again until you are inside the shop. Turn left until you see 
some pots. Mainly the biggest pot.

- Zoom into the center of the pot. On the center of the big pot is an emblem. 
The emblem is the same as on the gold medallion. Use your Raw Clay on the 
emblem. You now have a raw medallion.

- Zoom out and turn to your right. Capture the guise of the Olive Oil Vendor. 
Talk to her. Learn everything about the Kalos Kalyre and how 2 forces battle 
over the Gaelith.

- Now that you understand a little more about this part of the game, walk 
back to the Potter's shop. Change your guise to that of the Oil Vendor.

- Talk to the Potter and tell him you will be watching over his pots. He 
leaves in joy! 

- Walk forward once. Turn to your left and walk forward. Now turn to your 
left and grab the pots that are on the desk. A Pitcher and a Bowl to be 
precise. Equip the Pitcher first.

- Walk down to where the Oil Vendor had the grinded olives. Turn right and 
down to see Olive Oil liquid in a bowl. Use the Pitcher to get some of the 
oil. It will be useful late in the game.

- Leave to the Potter's shop again. We are going to need something golden for 
the clay. So go and jump to El Dorado to obtain it. If you already have the 
Gold Leaf continue, if not time jump to El Dorado and go to the El Dorado 
section below.

- Walk up to the Potter's Kiln and open the door. Walk inside the hot oven. 
This is what we will do. Drag the clay onto the floor of the Kiln. Now get 
the  Gold Leaf and place in on top of the clay.

- Walk out and close the door. To the right is the wheel used to turn the 
pots. Turn the wheel once.

- Now that it has stopped turning open the door and walk inside. Go get your 
Gold Medallion.

- Before we walk back to the Ferryman, change your guise to the Olive Oil 
Vendor. The reason we do this is because no second class citizen is allowed 
to enter the temple, even with a Medallion.

- Now go to the temple and talk to the Guard. Give him the Medallion and walk 
to the Ferryman.

- After taking a short ferry ride, you should arrive inside the temple.

- Walk forward 3 times. You should be standing in front of a big bowl. Look 
up and pull the rope overhead. Healing water should pour into the bowl.

- Look back down to the bowl and use the Bowl you got from the Potter's shop. 
This healing water will come in handy late in the game.

- Turn to your right and walk forward. Now turn left and walk forward.

- Look down at the well and its running water. To close the shaft you will 
need the Gaff you got from the boat. Close the source of water. Walk back to 
the Ferryman and go to the Windmill.

- Climb all the way up again and to the machine you and the Windmill Keeper 
were standing next to. Somewhere on the floor there should be a rope. Pick it 
up and place it on the top portion of the machine. There is a wheel device on 
the machine. Turn is once.

- On the floor the secret passage you saw on the picture earlier opens. You 
will do exactly what picture shows. You must go down there.

- After a trip down to the passage you make it to the bottom. Consequently it 
is the bottom portion of the well. Turn a little to the right and climb up 
the ladder. Walk forward.

- The picture on the wall is what we will accomplish. The Gaelith will rise 
up in a stream of water. Just be patient.

- Turn left and walk forward. Turn right and have Arthur translate the 
writing. It states that every so often the Sun and the Moon battle over the 
stars wanting the Gaelith. This time is called the Kalos Kalyre. The Moon and 
Sun are the Cyrollans and Qou'Thalas and they are battling for control of the 
Legacy.

- Before you do anything now, change your guise to the Beggar. Turn left and 
walk forward. Turn to the right and have Arthur translate more writing to 
learn more.

- Now turn all the way around until you see Saros, a templar. Capture his 
guise and talk to him. After the little conversation he gives you the Sun 
Disc and leaves.

- Zoom into the clock. Use the Sun Disc between the gear and wheel. Now turn 
the wheel once. The Moon and Sun should meet over each other. 

- Zoom out and turn to your left. Keep walking forward. Even up the stairs. 
Turn around every so often to keep climbing the stairs. 

- You should now be at the top most portion of the Temple. Turn left until 
you can walk forward. Walk forward. Turn left and walk forward again. Look 
down at the water shaft. Reopen it with your Gaff.

- With a stream of water the Legacy rises up. Just like the picture depicted. 
Grab the Legacy and you will automatically time jump to TSA Headquarters.

- But Wait!!! There is still some unfinished business! Time Jump back to 
Atlantis.

- We are going to need something from the Beggar. So we need to go back 
through the passage we came from.

- Look down and turn the water off again with your Gaff. Now turn left and 
walk forward. Turn right and walk forward. Turn down and all the way around 
and go down the stairs again.

- Once you are down. Go through the passage we took to get here. Once you 
climb out and you are in the windmill, take the rope off the machine which 
opened the passage way.  Now turn around and walk out to the Ferryman.

- Tell the Ferryman to take you back to the Dock. When you arrive at the 
Dock, walk all the way back to where the Beggar is.

- When you arrive you see nothing except his begging bowl. Take it and Time 
Jump to the next location.

-------------------
El Dorado
January 28, 524 AD
-------------------
- Luckily, this time around you won't land in the well. Turn to your right 
until you see a passage way. Walk forward 2 times. Look beside the well. 
Capture the Farmboy's guise.

- Turn to your right and go back up the walkway. Walk forward another time 
and you will be at a crossroad. Choose the one on the left first.

- Walk forward 5 times. Turn to the right and walk forward 2 times. Make sure 
you have the Farmboy's guise on.

- Turn to your left and capture the Farmer's guise. Walk toward him. Talk to 
him to learn a little about the Shaman and Toahualpa.

- Walk all the way back down the path until you reach the crossroad again. 
Take the path you didn't take last time.

- Walk forward 6 times. Turn to your left until you face the balloon. Walk 
toward it. Now climb inside the balloon. It should take you to the other side 
by itself.

- Turn to your right and walk forward. Turn left and walk forward until you 
reach the top of the temple.

- Once you are inside te temple, turn down and left. Open the big basket in 
front of you. Take the Gold Leaf that is there.

- We need this Gold Leaf in Atlantis, so if you got stuck in Atlantis and 
need it jump back. If not keep going.

- Now we are going to need something else. If you previously visited Shangri-
La and got either the Garden Knife or the Sword, keep going. If not jump to 
Shangri-La and the section to get either of these objects.

- Once you have the objects we can proceed.

- Zoom into the pictogram on the left. The pictogram tells a story of the 
first Shaman and how he was told to hide the Totem from the Winged Brothers.

- Zoom out and make sure you have the Farmboy's guise on. Turn to the right 
until you can walk forward.

- Turn down and left until you can zoom into the pit. Zoom in. Hey! That 
looks like the mouth of the serpent we saw in the painting! We will arrive 
here soon enough.

- For now, just zoom out and turn to the right. Capture the guise of the 
Scribe. Zoom into the pictogram beside him. It tells the story of a new 
warrior who will claim the Totem. The story is unfinished.

- Zoom out and talk to the Scribe. Ask him all the questions. He points 
toward the Shaman having the answers. Lets go meet him.

- Turn around and walk toward the doorway. Walk forward 2 times to reach a 
landing. We can go either left or right, lets go right first, we will take 
the left a little later.

- Turn to your right and walk forward 2 times. Turn to the right and keep 
walking forward until the Aviator Warrior stops you.

- He doesn't let you visit the Shaman. Talk to him to learn a little about 
the  Aviators and why you can't meet the Shaman. Capture his guise if you 
like.

- Turn right and down, walk forward. Turn left and walk forward. Turn left 
and walk forward again. Turn left until you see the balloon rope tied up. Use 
either the Garden Knife or Sword it makes no difference to cut it. 

- Turn right and walk forward to where the Aviator Warrior was standing 
guard. Turn left and walk forward. Turn right and go up the stairs. Walk 
forward 6 times.

- Go inside the door. Turn to the right and capture the guise of the Aviator 
Leader. Talk to him. After he tells you that you can't see the Shaman, he 
comes to relieve him. Learn about the spirits and the past history of El 
Dorado. There is lots to learn and understand.

- Before you say good-bye, make sure you capture his image. This is an 
important guise to capture!

- Leave, go all the way back to where the Farmboy was sleeping.

- Before you engage into a conversation, equip the Shaman guise.

- Talk to him and tell him to give you the Flint Talisman. Tell him you need 
it. After he gives it to you leave.

- Go back to the temple where the Shaman is. Along the way change into the 
guise of the Farmboy.

- Once you are inside, instead of turning to your right and facing the 
Aviator Leader, turn to your left and go up the stairs.

- When you walk up the stairs there should be a Hot-Air Balloon. Walk toward 
it. Get on it.

- In front is a stone piece. Use your Talisman to strike it and light it up. 
You rise in the air.

- Along the way you can see the lines on the ground below. A windmill from 
Atlantis, eyes on a temple in Shangri-La, a eagle emblem of the Nazi's 
followed by a nuclear explosion, and the TSA emblem.

- Zoom into the temple the Scribe is in. Its an arrow with faces on them. On 
the left side is a face with open eyes and a dog face. On the right side is a 
face showing its teeth and some other one.

- The arrow points to a location near the temple. Zoom into it, there are 2 
birds trying to get something. Throw out the flame and return down.

- Walk back to the temple where the Scribe is. Instead of walking back up the 
stairs inside the temple, walk forward 2 times. Turn to your left, walk 
forward 2 more times. Turn right and walk forward 3 times.

- You should be in front of a pool. Look down at the pedestal. Use the 
Talisman on the pedestal.

- The water is drained from the pool. Walk forward then turn left. Walk 
forward to the faces.

- Remember the positions of the faces on the top of the temple the scribe is 
in? Well, we need to punch them right here.

- Zoom into the heads if you haven't done so. Push the one second to the end. 
The big-eyed one. Zoom out, turn right and walk forward 2 times.

- Zoom into the heads on the left. Push the one second to the end. The one 
with a dog face. Zoom out.

- Zoom into the heads on the right now. Push the 3rd one. The one that looks 
like a bird's face. Zoom out, turn right and walk forward 2 times.

- Zoom into the heads on the left. Push the 1st one. The one that is gritting 
its teeth.

- This should have opened a shaft near the stairs. We can't go down yet, just 
go back up and pick up your Talisman. Take the Talisman off the pedestal.

- Water should come back out and get into the shaft to put out the fire. Lets 
go back down the stairs to the shaft.

- Walk forward 11 times!! You should now be in a room underneath the temple. 
The serpent with its mouth open is there. It would be a good idea to let 
Arthur translate the writings on the wall.

- After hearing the stories, look down on the open mouth and click on it.

- The Legacy should rise from its mouth. Grab it and you will jump back to 
TSA.


=============================================================================
6. Q  &  A
=============================================================================

Here are the answers for some of the most asked questions...


Q: Where is the walkthrough for (certain level)?
A: As you can see most of the FAQ is incomplete. Also it takes time to 
complete a level so be patient until I can write everything.


Q: How do you beat (certain puzzle)?
A: In the close future I will contain all the puzzles solutions here. So sit 
back tight.


Q: When will you finish this FAQ?: There still is no date but it should be 
completed very soon. Sooner than you think!


Q: I heard that there are Easter Eggs inside the game. How can I find them?
A: I wish I knew. I have no idea how to find them. But there is speculation 
that you could hit a key combo while clicking on a location or something of 
that sort. If you know one please tell me. My e-mail is at the top of the 
page.

=============================================================================
7. C O P Y R I G H T S
=============================================================================
The Journeyman Project 3: Legacy of Time is Copyright 1998 by Br¿derbund 
Software Software, Inc. and Presto Studios, Inc. This FAQ was written 
entirely by Moises Baez. This FAQ is Copyright Moises Baez 1999. Use of this 
FAQ without written consent is prohibited and punishable by law.



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