Here's the latest and greatest version of the JMP walk-thru. It now
has more info, including all the routes through the game (well, 6
at least).

                         The Journeyman Project
                              compiled by
                             Adam Schenker
                      ([email protected])

This file tells you how to complete the game "The Journeyman Project".
Reading it before you win the game will in all probability greatly
diminish your enjoyment. If you have already won, you can see the
alternate routes that you could have taken and go back and play
some scenes over again.

Joerg-Uwe Kietz {[email protected]}

Please send corrections, additions, misspellings, etc.
to [email protected].


The Present - Caldoria Hts. Apts.:

First thing you need to do is turn left, walk forward and pick up
the TRANSPORT CARD off the desk. Next leave your appartment, go into
the elevator and go to the first floor. Stand in front of the
transporter and click on it. When it opens walk into it. Put the
transport card in the slot on the right side when you are asked and
click on the Temporal Security Annex button.

Here's some stuff you can do that is not essential to solving the game:

- Turn the desk lamp in your room on/off
- Sit down on some of your furniture
- Try going to floors 2 and 3
- Try going to someplace other than the Security Annex
  (this will kill you)
- Listen to all the door recordings
- Watch the movie at the kiosk

The Present - Temporal Security Annex:

Walk forward from the transporter down the hall to the door and click on
it. When asked for your code, enter the code from the manual (p. 9).
There is no way to get to work on time, so don't sweat the late arrival
message. When the door opens, walk thru and hang a left. Go into the
Command Center and turn towards the computer monitors. Click the left
monitor, enter your code (again on p.9) and watch the 3 movies. When
you're done, click the RTN button.

Now a whole bunch of alarms will go off. Head to the Ready Room and
walk up to the BioSupport Suit generator. Click on the screen and get
your biosuit. Right next to it on the right you will find a cabinet.
Click on the blue glass to open it up and get the JOURNEYMAN KEY.
Click the compartment below that and get the MAPPING BIOCHIP and

Leave the Ready Room and go down the hallway to the right. Open the door,
go down the elevator and walk towards the time machine until it opens.
When it opens, walk into it. Inside the time machine, click on the
200 million BC button and click the activate button to transport back
in time.

Here's some stuff you can do that is not essential to solving the game:

- look at the time machine through the windows on the upper level
- try opening the left disk drive

200 Million BC:

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

Temporal Security Annex (altered timeline):

Go back up to the Command Center. Open the right disk drive and
insert the log disk. The computer will then compute what events
have been altered. Click on the right monitor and check out the
6 movies which explain the way things ARE and the way they are
SUPPOSED to be. Head back to the time machine.

Now things get tricky. You can go to either Mars Colony or the
Science Center, but not, I think, to NORAD VI first (as you need
items from the other places)

Mars Colony:

Walk down the hall, away from the emergency doors, until you see
the robot walk by. Follow him (hang a left) and go into the
Maintenance Transport. Go into the car and pick up the
WIRE CUTTERS and the MAINTENANCE KEY in the toolbox in the rear.
Face forward and throw the switch to move through the tunnel.

When you leave the transport bay, you will see the robot again when
you turn left. Turn right and walk forward and he will go by you.
Pick up the OXYGEN MASK and then use it in the indentation in the
middle of the 'rack' (for lack of a better term) to charge it up.
Go through the door that the robot came out of. Use the console to
return the repair platform to its last position. Use the maintenance
key to open the compartment and the console to perform a diagnostic
on the shield. You will discover an explosive device in a card slot.
The computer will ask if you want to disarm it. Say yes and you
get to play a game of "Mastermind". 

{codes to be instered in a later version}

Once you disarm the bomb, get the ACCESS CARD BOMB and return the
platform to its original position. Go back to the spot you were
standing on when the robot threatened you and SAVE YOUR GAME using
the Interface BioChip. Open the airlock door, put on the oxygen
mask by clicking its picon and clicking use. Click the pressurize
button and when you hear the beep press the turn button.
Now would also be a good time to activate your Mapping BioChip.
Your task now is to navigate thru a maze in 8 minutes before
your oxygen supply runs out.

{map to be inserted in a later version}

Listen carefully for machinery clanking - that's your clue that you
are getting close to the mine elevator. Walk right into the moving
boxes (buckets?). You will then be taken to another floor. Move forward
when you are level - you will not automatically walk off the elevator,
you will keep going. Now go thru the airlock just like you did the
other one. You can remove the mask now if you wish. You will see
the robot heading for the shuttles and then an announcement that
a shuttle was launched. There is one shuttle left (#1 I think). Open the
door and get in.

Nothing much happens now until you get into weapons range of the robot's
shuttle. Use the energy damping beam and shoot him until his power
gauge goes bright red. Then use the tractor beam. Then use the

Same as the peacful solution but use the 'real' weapon (on the left
side of the display) to shoot the ship instead of the energy damping

Once you beam over, you will find the robot damaged. Open his head
and pick up the biochips. One is another mapping biochip. The
You have now completed this mission and restored time. You will
automatically be recalled to the present and the time machine
chamber. Check out your new biochips, especially the optical memory
chip which has a movie in it.

- The robot for this stage is named ARES

Here's some stuff you can do that is not essential to solving the game:

- Try looking out the windows.

Science Center:

When you arrive, you get shot with a dart. Your biosuit will
ask you if you want to remove it, say yes. Turn around and click
on the computer screen until it asks you for a sample. Drag the
dart into the center of the analysis chamber. Once it does
its stuff, turn around, take a step forward and turn right.
Use the big screen to create an antidote. This involves dragging
6 groups of molecules in a certain order to the main molecule.
You do this 3 times and the sequence does not change, so remember
the order. If you drag the wrong group, you need to start over
but there is no limit to the number of tries. Turn around again
and get the ANTIDOTE from the synthesizer. Use it on yourself.
At this point you can...

- Look at the hologram of the robot (turn right from the place
  you started)
- Look at Dr. Elliot's notes on the monitor on the left of
  the starting place. There are 3 movies.
- Look at the dissection video by clicking on the microscope
  near the monitor where Dr. Elliot's journals are (it's in the
  lower left corner). This brings it up. Then click twice on the
  main round viewer. NOT recommended for weak stomachs!
  ....but it isn't really THAT bad....

When you are done checking out the lab, open the door. Hang a left
and go all the way down the hall. You will see the 'Auditorium'
sign pointing to the left. Head RIGHT, then take the first left.
Head down to the purple door (last one on the left). Now would
be a good time to save the game. Open the door and walk forward.
Alternately, you can use the Trace BioChip to see which way the
robot went. It shows his foot steps and a small animation.

Use the wire cutters to open the fire control box and sound the
alarm. Click on the green screen that pops out and click on 'test'.

Pull the electrical cable on the right side out. When the
'scientist' morphs into a robot, use the cable on the catwalk
he is standing on and zap him.

Again open his head and pull out all the biochips. You will find
another OPTICAL MEMORY BIOCHIP (whose contents will be added to the
existing chip if you have it and you should view once you return to
the present) as well as a RETINAL BIOCHIP and SHIELD BIOCHIP. When
the robot vaporizes, pick up the STUN GUN.  You have completed this
mission and are automatically recalled to the time machine.

- The robot for this period is named MERCURY

Here's some stuff you can do that is not essential to solving the game:

- Let the robot carry out the assasination. You will need to restore
  the game, however.
- Getting too close to people will end the game. Watch out for
  warnings when people are 15 and 10 meters away.


When you start this mission, immediately put on your oxygen mask.
Turn left and check out the monitor by clicking through all its
displays. Turning left again reveals a GAS CANISTER, which if
you pick it up will end the game. Instead open the door, walk thru
and turn left. The robot will shoot you a couple of times which
will drain your energy. Activating your Shield BioChip will reduce
the amount of damage you take by about one-half. Turn it on before
you turn left towards the robot. Walk down the hall turn left and
click on the door and see what the robot is up to. Once you're done,
turn around and head through the left door. Keep going forward through
the airlocks and sub bay to the control room. You will need to equalize
the pressure in the subdock by pressing and holding on the down
arrow until the right bar is level or less than the left bar.
Once you do that, the door will open.

In the control room, take a left and follow the signs to Alpha
sector. When you find the door with the retinal scanner on it,
activate your retinal biochip and click on the door. Once the
door is open walk forward to the missle override controls.
Next you play a little game where you use a trackball to move
a target over the map of the Earth. Your goal is to as quickly
as possible move the target over the active site and click the
override button. Once you do this 10 times, the system will
shutdown. There are 2 keys to doing this. One is to have a
fairly decent knowledge of world geography. The second is not
to treat the trackball like a real trackball; that is don't keep doing
click-drag-release, just click on the part of the trackball you
want the map to move and hold for as long as you want. e.g.
to move left, click and hold the left of the ball.

The robot is NOT a happy camper. Head to the sub dock control room.

Turn right and look through the window. When the robot comes up and
is right in front of the window, activate the loading arm using the
programmed sequence (i.e. not manual). Fans of the movie "Aliens"
will recognise the sound effects.

Instead of turning right at the window, turn towards the pressure
door and click on it. You will see the pressure controls like usual,
but you can see the robot coming for you through the window.
Click and hold the up arrow to increase the pressure (right bar)
until it won't go up anymore. The robot very satisfyingly 'melts'.

You have defeated this robot, so open his head and get his OPTICAL
MEMORY BIOCHIP which you should view upon returning to the present
- which will happen automatically in a few moments.

- The robot for this period is named POSIEDON

Here's some stuff you can do that is not essential to solving the game:

- If you wait a long time at the Alpha 2 security door, you will get
  a message telling you that the missles were launched and you failed.
  It also says you will be recalled, but it didn't recall me.

Temporal Security Annex (time restored):

Head back to the transporter and go to Caldoria Heights Apartments.

Here's some stuff you can do that is not essential to solving the game:

- Try going someplace other than the appartments. You just get a message
  telling you that you can't.

Caldoria Hts. Apts. (time restored):

Head to the roof. Remember when the game started and you were
going down to the first floor and someone was going to the roof...?
Anyway, all you will find on the roof is a locked door.
Use the access card bomb on the door's slot. This blows a big
hole in the wall. You probably won't get your security deposit
back, but you can now see Dr. Elliot. Use the stun gun on him.

Here's some stuff you can do that is not essential to solving the game:

- Go to the big panaramic window overlooking the capital building
  on the first floor. The excited murmuring gets louder as you get
  closer to the window and softer as you move away. If you look
  closely at the window you can see your reflection.

That's it! Or is it...?

But still several questions still exist (for me anyway):

- There is an empty biochip slot, is there another biochip?
- Can you do anything with the gas canister? If so, how can you
  pick it up?
- Is the Historical Reconfiguration Code used for anything?

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