JOURNEYMAN PROJECT FOR PC CD-ROM

Walkthrough by Jeff Maggard

NOTE: This walkthrough is from memory, so some of the details/codes may be missing.

Game Start:

After an interesting introduction about the state of the world in 2318, you awake, nearly late for work (again). Get your transport card from the desk. Feel free to take as long as you want getting to work, you'll be late no matter how long you take. Relax, play with the 4-D projector and enjoy the tunes. Check out your place (it's one of the only two chances you'll have). Flush the toilet, run the faucet... :-)

Then, when you're sufficiently bored. Head out your door and take a right to the elevator. Hit the call button. Enter. Turn around and hit '1' or any other if you wanna walk around your building. Eventually, you'll need to get to floor 1. Check out the information panel across from the transporter.

You will eventually have to go to the TPA (Temporal Protectorate Annex) via the transporter when you get sick of the flip-up messages telling you you're late and gonna get fired, bla, bla, bla...

To use the transporter, walk to it and click on it to open it up. Walk into it, and it'll go it's thang and then ask you for your transport card. Drag the transport card from your inventory (after scrolling to it) over to the card slot on the right side of the flip-down display. Now select a destination (as prompted) on the display. The game won't let you go to the hard rock to get a beer -- you'll find out what happens if you try -- so go ahead, but save your game first! You'll have to go to the TPA.

Upon your arrival at the TPA, the transporter will go through it's thing, leaving you facing the hallway. Walk down the hallway toward the door. Once at the door, click on the panel and it'll go through it's song and dance about retinal scan, cranial scan, etc... and eventually let you in, after admonishing you for being late for the 4th time. Walk forward, then left arond the corner toward the control room/command center. Click the door to unlock/open it and walk into the room and up to the console. Once at the console, click left to face the concole. The computer interface will require you to go through the 'mandatory review' as pennance for being late again. Click on the left screen and enter the code from p. 9 of the user's manual (which can be found in the CD-ROM jewel box!) You'll see three quicktime movies of background info on the TPA, Pegasus, and the bio- chips, etc. After that, you'll be prompted with an alarm of a temporal rip, and be told to proceed to the ready room. So go there.

Leave the control room (turn left, walk forward, open the door, walk through), and turn right. Walk foward a few steps toward the ready room, turn right, open the door and enter. Walk forward to the bio-chip/key storage bins. The key is under the glass (click on the glass to open). Drag the key to your inventory. The bio-chips are in the closed panel just underneath the glass. Drag them to your inventory as well. Now turn left, walk forward, and turn right. You'll be facing the bio-suit generator. Enter the generator and it'll do it's thang. When done, leave the ready room.

Now you head for Pegasus. Walk down the hallway to the elevator. Press the button to open the door. Enter and it'll do it's thing. Upon exiting, walk straight toward Pegasus and it'll open up for you. Walk into Pegasus and it'll proceed to spin you around and sit you down at the controls. The 200,000,000 B.C. will probably be selected for you, but it not, select it by clicking on it on the left screen and hit the ACTIVATE button.

200,000,000 B.C.:

Hope you enjoyed the ride. You'll arive in a canyon facing a volcano. Feel free to activate your interface chip and save the game (you don't really want to go through all that again just to get back to here, do you?!). Now feel free to turn on your mapping chip... ...although you don't really need it since the canyon has only got one-path between you and the historical records. Poke around if you like, but remember, your points will decrease the longer you take, but you may increase your 'exploration score'.

Turn around facing away from the cliff and start walkin'! You'll see shadows of various Jurrassic Park rejects, and eventually see a TP logo on a rock. Push the logo (click on it), and it'll open up to reveal a metal panel that looks a lot like the TP logo. Drag your TP key over the panel, and it'll move to conform to the lock. Let the mouse button go to let the key do it's thing, after which it'll magically fly back into your inventory. The panel will then slide open to reveal the historcal records disk. Grab the disk (drag to your inventory) and close the panel (click on the open panel). Now zap back to the TPA by: 1) hitting the TP logo next to your inventory display, or 2) Selecting the pegasus bio-chip and doing it the long way. Either choice will call up the Pegasus bio-chip display showing the mission status (now resolved), and a button to zap back to the TPA. NOTE: If activate the pegasus chip BEFORE resolving a mission, it'll present you with an option to zap back or not zap back (I think).

So now you're back at the TPA. Go back to the control room and open the right CD panel in the command center, and insert the disk by dragging it to the panel -- okay you've got that down by now. Click the panel shut if it doesn't do it by itself. Now click on the right monitor and enter the code from p. 9 of your manual. It'll do it's thing for a minute and then give you four 'comparsons' between the present time in 'normal' and 'ripped' states. These will give you background info on the zones, and perhaps some hints on what you should do when you get there.

Once you see all you need, leave and head to Pegasus. Select a time zone of your choice. NOTE: As far as I know, you can't do NORAD without an oxygen mask, one of which is located on Mars. You can do Australia whenever you want, but if you do it after Mars (after collecting the TRACE Bio-chip) it might be easier. If you do it first, you'll get more insight into the game before completing all of it first. You'll see what I mean when you get there.

Australia:

You arrive in Sinclair's lab. Mercury? will shoot you with a tranquilizer dart before you have a chance to move. You can move about and do things, but you can't leave the room. You'll have to make an antidote first. All the necessary tools are available to you. First, pull the dart out of your body. Then take it over to the molecular analyzer. Touch the screen to activate the anylyzer and follow the directions (insert the dart into the analysis chamber on the left. It will take care of the rest.

Now, go over to the molecular synthesizer (walk toward the green door, turn right). Touch the screen to activate the synthesizer. It will download the information from the analyzer, telling you that you need to build three base molecules of thorazine.

To add molecular components to the twirling model, drag the appropriate components into the model window. You have to add a total of six, one at a time. There is a specific order for each. Each sub-molecular part is only used once. Trial and error works just as good as following the cheats below:

    |-----------|-------|     
    | spinning  | 1   2 |       first model sequence:   
    | model     | 3   4 |       second model sequence:  
    |           | 5   6 |       third model sequence:   
    |-----------|-------|

Once the molecule is synthesized, turn around (2 clicks left or right) and watch the synthesis machine. When the vial appears, drag it to your inventory. You'll get a notification that you ingested the antidote and that the tranquilizer is nutralized. Now you may leave the lab.

Now, feel free to poke around the lab and watch some of the logs. The one of Sinclair (three logs on bio-implants, morphing, and time-travel) will give you insight into the game, the other is a neat video of a fiber-optic surgery ... supposedly of an early bio-tech experiment with a lab rat. Cool! :-)

Now you're free to leave Sinclair's lab. Use your mapping bio-chip. Walk around until you find the electrical access. The door is blue (all others are green and locked or contain people). When warned that you are 15m away from people you can take one more step (and be 10m away) -- if you disobey the 10m warning, you lose. Go through the access doorway. You'll see someone on the catwalk aiming a gun. Take a step forward. Pull out the high-voltage wire and touch it to the catwalk. That'll nuke the dude, whom will suddenly morph back into Mercury.

NOTE: Shocking the dude to death is considered violent by the game.

PEACEFUL SOLUTION: Use the wire cutters on the lock. Open the fire alarm and hit TEST. If you had read Sinclairs logs, you'll know why Mercury collapses.

Mercury will fall down in front of you with the top of his head facing you. Click on his head and it will slide open revealing bio-chips. Poke around and remove the optical memory bio-chip and the retinal scan bio-chip. Mercury will then self-destruct, leaving you with a stun gun. Take it, resolving the temporal rip. Now you'll get auto-zapped back to the TPA.

Mars:

Head for the mines. Why? It's the only thing you can do... ...other paths lead to locked doors, death, or people. Open the mine transport door by clicking on it -- you've probably figured this out by now. The transport is operated by the handle at the end facing the mineshaft. Get the key and wire cutters from the transport (180 degrees from the controls, inside the transport car).

Once you leave the transport dock, go through the door and turn left. The robot (Ares?) will tell you to move -- so move! -- turn right and take one step forward. Mercury will walk behind you and leave through the transport dock. Now go forward again and get the oxygen mask -- after filling it.

SHIELD GENERATOR: Now go back to where Meucury came from: the sheild generator. Hit RETURN TO PREVIOUS on the touch-screen. Once in front of access #5, lower the touch screen and open the access panel with the maintenance key. Run the diagnostics on the touch panel. It will identify the access-card bomb. Here you have a choice: to remove the card manually, or disable it electronically.

To disable electronically: you'll have to play three levels of mastermind (each one harder than the previous). The first level gives you three slots to fill with colors (red, yellow, green). The second: 3 slots, 4 colors: red, yellow, green, blue. The third: red, yellow, green, blue, purple. The solutions vary, but you can determine the code by the process of elimination. If you fail to get the code right using all your chances, you'll have to start over at level 1 (codes don't change in this case), but you've only got 5 minutes to crack all three levels.

Once diabled, you now have a working access-card bomb that you can use later. Hit RETRACT to leave.

MAZE: You'll need the oxygen mask for this one. While facing away from the transport dock, walk forward. You'll see the one mask left on the rack. Click it. It'll fill itself and then magically fly into your inventory.

It will take you several tries if you don't use the following map, since the oxygen mask has only 4 minuts (real minutes) of air and it goes fast, so save the game before you start. Map as you go (on a seperate piece of paper), because when you run out of air and die, the biochip won't remember mapped aread if you restore your saved game (duh). To maximize the air supply, wait until JUST after spinning before you put on the mask. You'll get a 'no air' warning on the flip-up panel, so click on the oxygen mask icon in the inventory and answer the question correctly by clicking on 'use'. If you don't to this immediately, you die.

Here's the solution to the map (approximate). All other paths are dead ends.

              ===top of biochip map display===
                       -+---------+-
                        |         |
                       -+-----    |
                            |     |----|
                            |          |
                            |          |
                            |-        out
              |      |     -|      (ore bins)
              +------+      |-
        in ---|      |------|

Walk into the ore bins. You'll then be carried up to the next level, back to the main level where the shuttle bays are. Make sure you walk forward, off the bins in a timely manner, or you'll get munched. Now you're in the ore processing room (that you couldn't access from the other side becaues of the lack of the oxygen mask). Go through the rotating airlock.

You'll see Ares leaving toward the shuttles, then hear an announcement that shuttle two was swiped. Go to shuttle one, open the door, enter. You'll then be treated to a few minute ride through a canyon (nice graphics!) and then through the launch tube and finally out into space. You can click on the various functions to learn about them (tractor beam, energy bomb, graviton cannon, etc.).

You'll have to use the energy bomb to wear down the defenses of the other shuttle. You'll have to time your shots right (leading the other ship) in order to hit. 10-15 hits will reduce his energy below the 10% limit, but a couple extra can't hurt :-) ... then you can use the tractor beam or the graviton cannon.

NON-PEACEFUL SOLUTION: Use the cannon. it sure ain't peaceful, so forget about those Ghandi points. But it sure does the job :-) Once destroyed, your auto-return kicks in and you get zapped back to the TPA.

PEACEFUL SOLUTION: Use the energy damping beam to drain his energy. Once you get him down to 10% or less with the energy damping beam, use the tractor beam. After you dock, hit the 'close transport' button in the lower right corner, and you'll find youself inside the other shuttle. Open the door and Ares will fall into your lap, drained of energy (you'll know why). Click on his head and take his bio-chip(s). He'll then self- destruct and you'll get zapped back to the TPA.

NORAD VI (deep sea station):

You arrive facing Poseidon. He makes a funny and leaves you in the air supply room. You can't remove the sleeping gas canister or it'll knock you out, end of game. You can stay as long as you want, and read the map (or write them down if you like). The station is separated into several sectinos (alpha, beta, gamma, delta, and epsilon). Most doors will be locked or due to the alarm. If you walk toward sector alpha, you'll see Poseidon on the other side of the door fiddling with the launch controls.

You need to get to the other control room in alpha sector to stop him. There's only one way that I could find, which takes you by the sub-marine bay. You'll come to a pressure-locked door, and have to equalize the pressure with the control panel before it'll unlock. Go walk through the sub bay into the control room. Feel free to poke around if you want. You can play with the control arm if you like. When bored with that, head through the adjoining corridor away from the sub-bay. Walk straight down the corridor to the alpha control room. The door will have a funky looking arm on the upper left side -- a retinal scanner. Activate your retinal scanning bio-chip that you got from Ares. The door will open. Enter the control room, and sit down at the console. You'll then see Poseidon on the left screen, a trackball in the middle with a holograph of the earth, and a data screen on the right.

Poseidon will be activating launch tubes, and you'll have to play Carmen Sandiego and locate the cities on the globe by moving the cross-hairs by clicking the mouse on the appropriate side of the trackball. Disable the selected cities by touching the appropriate panel on the data-screen. The first one gives you two minutes, the next one 90 secs, the next 80, then 70, 60, on down to 20 for the last one. The order of the cities may or may not be random... ...but if you graduated from kindergarten, you shouldn't have much trouble.

Poseidon will be making all kinds of friendly remarks during your little game... But after, he says: "The only good human, is a dead human!" and will come after you. If you head back to the sub-bay, you'll see Poseidon already inside the bay (on the other side of a conveniently locked pressure-door).

NON-PEACEFUL SOLUTION: Walk up to the pressure door facing Poseidon. You'll probably remember that little warning from the last time that says that over-pressurization can lead to implosion... ...well CRANK IT UP! Poseidon will make all kinds of neat can-crinkling sounds as you squash him. Then, equalize the pressure (or does it do it for you?), and open the door. You'll be presented with a view of Poseidon's skull... ...open it and swipe his optical-memory bio-chip and anything else that presents itself. He'll then self-destruct, leaving the mission resolved. You'll then be auto-zapped back to the TPA.

PEACEFUL SOLUTION: Instead of facing the pressure door, take another step toward the console, turning to look through the window into the sub-bay. Poseidon will walk up to the window and make another funny, and then start banging on the window. He'll eventually break through, so you have to grab him with the claw. Hit the screen on the right, hit AUTOMATIC, then ACTIVATE. You'll grap him just as he smashes through the window, dying (somehow). Click on his head and swipe his bio-chip(s). He'll do the funky monkey and you'll get bazoinged back to the TPA.

END GAME:

Upon returning to the TPA, you'll be reminded that you still haven't found the cause of the temporal rip (even though you have, but you still haven't taken care of Sinclair, which is what it SHOULD say...). If you haven't already looked at the optical memory bio-chips, do it now to get a clue as to how to find Sinclair.

Leave the annex, and head back to your apartment. Ride the elevator to the roof. Walk over to the door, get annoyed by the 'closed' warning, and then go through the door anyway by...

Using the card-bomb on the card-access slot in the door. It'll blow a hole through the door, through which you'll see Sinclair with a gun warning you to stay back so he can assassinate the Cyrollan delegation. Shoot Sinclair with the stun-gun, by dragging it out of your inventory and holding it up between you and sinclair (you'll see it turn to face him when properly aimed). Let go of the mouse button to fire.

Game over. That was quick, wasn't it?! :-|

Grades

Animation:     A 
Stills:        A 
Music:         B 
Sound FX:      A 
Voice:         C 
Gameplay:      D (see coding) 
Interface:     C (minor bugs were annoying) 
Game Concept:  B 
Game Depth:    D 
Installation:  B+ 
Coding:        F (horribly slow on all but the fastest systems, and
                  some minor bugs)
This walkthru is Copyright (C) 1993 by Jeff Maggard for Game Bytes Magazine. All rights reserved.