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Читы для Journeyman Project, The

Чит-файл для Journeyman Project, The

Journeyman Project, The

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Presto Studios
Издатель:Sanctuary Woods
Модель распространения:розничная продажа
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1993 г.

Solution [ENG]

Информация актуальна для
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)

Codes for "The Journeyman Project":

TSA Door - 6894895
Monitor - 0524133
Historical Reconfiguration - 0291384

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