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- The Journeyman Project
- Walk-thru
- 12/27/95
-
- compiled by
-
- Adam Schenker
- (aschenke@babbage.csee.usf.edu)
-
- WARNING!!!! WARNING!!!! WARNING!!!! WARNING!!!! WARNING!!!! WARNING!!!!
-
- 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. Even if you have figured out all the puzzles
- in the game, you may still find a few things you missed that aren't
- essential to completing the game.
-
-
- Contributors:
- Michael Maeda <michael@pixi.com> (contributed the much needed pictures!)
- Joerg-Uwe Kietz <Joerg-Uwe.Kietz@gmd.de>
- Joe Gregor <gregor@nrlfs1.nrl.navy.mil>
- Brian Clark <bhc@u.washington.edu>
- Jeremy Gilbert <jgilbert@world.std.com>
-
- New in this version: Michael Maeda strikes again with the solution to the Science Center puzzle.
-
- HTML version of the walkthru by Michael Maeda and myself at: <http://www.csee.usf.edu/~aschenke/jmp/walk.html>
-
- Please send corrections, additions, misspellings, etc.
- to aschenke@babbage.csee.usf.edu.
-
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- 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
- - Flush your toilet (whee! - how much did you spend on your CD drive? :)
- - Turn your water faucet on/off
- - Sit down on some of your furniture and enjoy the 4D entertainment
- system
- - 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
- PEGASUS BIOCHIP.
-
- 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
- symbol).
-
- 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".
-
- Michael Maeda was kind enough to send me the codes for this
- puzzle. They are:
-
- First Code - Yellow, Red, Green
- Second Code - Green, Yellow, Red
- Third Code - Green, Red, Yellow
-
- 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.
-
- Here is a picture of the maze:
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- 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.
-
- PEACEFUL SOLUTION:
- 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
- transporter.
-
- VIOLENT SOLUTION:
- 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
- beam.
-
- Once you beam over, you will find the robot damaged. Open his head
- and pick up the biochips. One is another mapping biochip. The
- others are an OPTICAL MEMORY BIOCHIP and a TRACE BIOCHIP.
- 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.
- - Look at the blue info pannels (near the colony's main enterance)
- for some information about the colony.
-
- 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.
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- You do this 3 times and the sequence does not change. 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.
-
- PEACEFUL SOLUTION:
- 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'.
-
- VIOLENT SOLUTION:
- 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.
-
- NORAD VI:
-
- 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.
-
- PEACEFUL SOLUTION:
- 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).
-
- VIOLENT SOLUTION:
- 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...?
- It was probably the evil Dr. Sinclair himself! 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 Sinclair.
- 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...?
-