=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- The Journeyman Project 3: Legacy of Time (PC) -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written By: Ryan "MetroidMoo" Ammerman GUIDE TYPE ......................... FAQ/Walkthrough FILE SIZE .................................... 31 KB FIRST RELEASED ....................... July 26, 2001 LAST UPDATED .................... September 26, 2004 LATEST VERSION ................................ 1.16 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< TABLE OF CONTENTS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 1) Version History 2) Introduction 3) Story 4) Items [4.1] Inventory [4.2] Guises 5) Walkthrough [5.1] Trouble In Time [5.2] The Time Code Pieces [5.3] Search For The Legacy [5.4] Final Puzzle 6) Contact/Legal Information <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 1) VERSION HISTORY ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= VERSION 1.16 - SEPTEMBER 26, 2004 Updated e-mail address. VERSION 1.15 - SEPTEMBER 28, 2003 Revised the file's format, adjusted the number of characters per line, and added/moved sections. VERSION 1.05 - OCTOBER 14, 2002 Updated contact information and made a few other changes. VERSION 1.0 - JULY 26, 2001 First (and complete!) version of the guide. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 2) INTRODUCTION ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= The computer platform is known for its older point-and-click adventure games, and the Journeyman Project series is no different. What makes this title different from the likes of Myst and Riven is HUMOR. Your A.I. buddy, Arthur, is always there to make offbeat and hilarious comments for whatever situation you have gotten yourself into (and there are plenty!). I find this lack of a serious tone makes The Legacy of Time VERY enjoyable! As Gage Blackwood, you warp to different periods of time to complete the task assigned to you by the Temporal Security Agency. Along the way, you encounter members of various cultures (Genghis Kahn, for example) that may or may not be helpful in your journey to save Earth, and your meetings with these people might actually give you a few brief lessons in history, too! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 3) STORY ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Legacy of Time's storyline, from the instruction manual... It is the year 2329, and you are Gage Blackwood, Agent 5 of the Temporal Security Agency (TSA). For the past eleven years, it has been your incredible duty to protect history from any threat that could disastrously change it. Twice in your decorated career as the TSA's elite agent, you have saved Earth from criminals utilizing time travel to destroy history as we know it. Two months ago, you thwarted a plot to frame you, masterminded by a traitor once thought above suspicion--Michelle Visard, the rogue Agent 3 of the TSA. She had captured you and threatened to betray the secrets of time travel to another alien race known as the Krynn. But your intrepid online companion, the sentient Artificial Intelligence Arthur, saved you by creating a virus that infected Agent 3's time-travel JumpSuit and caused a malfunction. Unfor- tunately, Arthur himself was the virus, and he was trapped within Agent 3's time-travel JumpSuit when a flood of temporal energy surrounded them both and sent them spinning into the time stream. No trace of Agent 3 or Arthur has been found, and both are presumed dead. Since then, a grim time has befallen the TSA. With the Agent 3 scandal undermining the credibility of the TSA, the intergalactic league of worlds known as the Symbiotry has demanded that Earth surrender control of its time- travel technology. You watch helplessly as the TSA shuts down around you. While the TSA endures its darkest hour, distant events are transpiring on the far border of known space that dwarf the scope of any danger you have faced before. A forgotten alien race has amassed a fleet of warships and returned to claim a relic long lost. As their ships ominously approach Earth, you are charged with discovering that which they seek. As you accept the challenge to save Earth from the mysterious invaders, you learn that the answers to the crisis in the present lie hidden within the past... =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 4) ITEMS ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section lists the items and their uses. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [4.1] INVENTORY >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ----------- Rope Ladder ----------- Location: Mediterranean Sea - October 6, 1262 B.C. Function: Use it in the windmill to reach the first time code piece. ------------ Winch Handle ------------ Location: Andes Mountains - January 29, 524 A.D. Function: Use it to bring down the air balloon. ----------- Crop Basket ----------- Location: Andes Mountains - January 29, 524 A.D. Function: Place this on the bottom of the air balloon so you have a place to sit, unless you prefer to dangle from it... ------------ Wooden Staff ------------ Location: Himalayan Mountains - April 15, 1219 A.D. Function: Used to pry open the frozen window. ------------- Control Wheel ------------- Location: Himalayan Mountains - April 15, 1219 A.D. Function: Place it on the gear to extend the bridge remains. ---- Gaff ---- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Used to move things out of your reach. ---------- Silk Scarf ---------- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Give this to the Dob Dob Guard so he'll activate the bridge. ----- Coins ----- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Used to pay your fares for the ferry rides. -------- Raw Clay -------- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Used to create the medallion to access the temple. -------------- Pitcher & Bowl -------------- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Fill these up with holy water and use it on the sick tree in Shangri-La to cure it. --------- Gold Leaf --------- Location: Andes Mountains - January 28, 524 A.D. Function: Use this with raw clay to finish the medallion. -------- Sun Disc -------- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Used to turn the clock found in the Atlantian temple. ---------- Tunnel Map ---------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Gives you an image of the cave system in Shangri-La. ------------ Garden Knife ------------ Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to cut the rope of the aviator's balloon. -------------- Flint Talisman -------------- Location: Andes Mountains - January 28, 524 A.D. Function: Used to make sparks for heat and to control the water level of the pool in El Dorado. --------------- Spiritual Fruit --------------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Place it on the yellow statue's bowl to get the yellow stone. ------------ Yellow Stone ------------ Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to reach the Lotus in the temple. ------------- Butter Boiler ------------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to grease the music wheel by the white statue. ----- Sword ----- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Place it in the hand of the red statue to get the red stone. --------- Red Stone --------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to reach the Lotus in the temple. ----------- White Stone ----------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to reach the Lotus in the temple. ----------------- Book of Knowledge ----------------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Place this in the hole near the green Buddha to get the green stone. ----------- Green Stone ----------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to reach the Lotus in the temple. --------- Alms Bowl --------- Location: Mediterranean Sea - October 5, 1262 B.C. Function: Place this in the hand of the blue Budda to get the blue stone. ---------- Blue Stone ---------- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Used to reach the Lotus in the temple. ----- Lotus ----- Location: Himalayan Mountains - April 14, 1219 A.D. Function: Give it to the pilgrim to transform the Lotus into the final portion of the legacy. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [4.2] GUISES >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> NOTE: The "Critical?" category indicates if that particular guise is necessary in completing the game, or if it's just for fun. -------- ATLANTIS -------- Name Critical? -------------------------------- Beggar Yes Captain Yes Windmill Keeper No Ferryman No Guard No Potter No Olive Oil Vendor Yes Saros No --------- EL DORADO --------- Name Critical? -------------------------------- Farmboy Yes Farmer No Scribe No Aviator Warrior No Aviator Leader No Shaman Yes ---------- SHANGRI-LA ---------- Name Critical? -------------------------------- Pilgrim Yes Dob Dob Guard No Gardener No Genghis Khan Yes Lama No =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 5) WALKTHROUGH ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section guides you through The Legacy of Time. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.1] TROUBLE IN TIME >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> A crisis strikes the Temporal Security Agency, and Gage Blackwood decides to head back into time to locate Agent 3, although there are no JumpSuits avail- able. William Daughton brings Gage to a room containing the latest device in time travel, the Chameleon JumpSuit. Capture Daughton's image using your cursor and then warp to the location listed in the bar at the top of screen. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.2] THE TIME CODE PIECES >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ---------------------------------------- Mediterranean Sea - October 6, 1262 B.C. ---------------------------------------- After completing the time-jump, Gage lands in Atlantis...or what's left of it. Turn around and continue walking forward until Agent 3's suit appears in your view. Activate it, and the artificial intelligence, Arthur, will move into your suit. Along with him is a message left behind by Agent 3. She mentions that there three pieces of a time code that will take you right to her. The first one is found here, of course. Keep heading forward until you reach the end of the area. There Arthur zooms in a boat carrying someone. It turns out the person on it looks unusually close to the inventor of time travel, Dr. Elliot Sinclair. After that scene is done, look around on the ground for a rope ladder. Stick in your inventory, head back, and enter the windmill. Throw the rope on the broken staircase to continue on. Traverse the stairs and open the trapdoor. Climb up the ladder you see in that room to reach the apex of the structure. Now you're movin' on up! (well...you would be if this was The Jeffersons...) The time code piece is engraved in the wood. Scan it to complete the area. -------------------------------------- Andes Mountains - January 29, 524 A.D. -------------------------------------- Have the Andes Mts. be the next destination on your list. The area begins with Gage being stuck in a well. To get out, move the rock out of the way of the stone brick. Activate the lever to the left of that to increase the water level. Jump out of the well and collect the winch handle to your left. When you reach the fork in the road, take the left path. You should see a crop basket in your view. Walk up to it and borrow it. Return to the fork and travel through the other path you missed. Look up, and you'll see a balloon in the air attached to a device on the ground. Go up to it, place the winch handle, and turn it to bring down the balloon. Then put the crop basket there. Enter the balloon to hitch a ride. While in the air, you should notice a rope that's a bit thicker than the rest. Click on it to have Gage throw it to the adjacent balloon. After hopping into the other vehicle (and listening to Arthur's comment), have a gander around the basket and scan the code piece. Then unknown vessels and a Cyrollan ship enter the scene and begin fighting. Don't worry, you'll find out who the unknowns are later. ----------------------------------------- Himalayan Mountains - April 15, 1219 A.D. ----------------------------------------- The concluding time piece is found here. Turn a bit to your right and run down the hill of snow. There you'll see a dead body clutching a staff. Take the staff, turn right, and pick up the control wheel. Enter the crippled building and walk up to the gears. Place the control wheel on the gray one and turn it. Take a step back, go down the snow hill, move forward, and climb down the remains of what used to be a bridge. Take a step north, turn right, and move again. Use the wooden staff in your inventory to open the frozen window. Enter the room. You'll see a Buddha statue in the corner. Climb over it, and look at the final time code piece. Cyrollan soldiers appear in the distance, but Gage escapes before things heat up. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.3] SEARCH FOR THE LEGACY >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This is where the game gets more interesting and complicated. Here, you can complete any of the three locations in any order. So if you get stuck, move to another area and see how you fare. For now, we'll just beat it in the order they are listed. ---------------------------------------- Mediterranean Sea - October 5, 1262 B.C. ---------------------------------------- Looks like a lot different than your last visit, eh? Turn to the right and take a step forward. Glance down to find the same trapdoor you saw earlier in the game. Open it and go down. There's two gears lying on the floor. Dash to the other side of this circular room and stick the gears on the floor. Now you can turn the lever! Click it a total of five times so you can move to the out- side of the windmill. Once you're there, turn the device again, and Gage lands in a new spot. Run the whole way the strip of concrete and jump onto the ship's mast. Then climb down it. Now you're in the docks area. Turn left, take a step, then right, left, and left again. The beggar should be in your sight. Steal his guise and switch to it. He's blind, so he won't care. ^_^ Move back a step and board the Egyptian ship. A gaff is sitting amongst the clay containers on the vessel. Pick it up. Move yourself to the left and move forward. You should see a silk scarf on the deck. While you won't need this until *much* later into the game, there's no reason you should leave it there. Go the other end of the ship to find the ship's captain in chains. Take his guise and talk to him. Make sure you get the coins from him. Visit the beggar and give the moolah to him. The Atlantian mentions "nasty weather," although the sky tells you otherwise. You'll discover exactly what this means in a short while. The opposite end of the docks has the ferryman. Make sure you converse with him using the captain guise. Fork over the coins and head to the windmill. Climb the staircase and enter the building. In this small section, there's a chest. Open it to find a scroll containing the schematics for a hidden passage. It won't make any sense now, but it will later in Atlantis. Take the windmill keeper's guise and chat with him. He also mentions this "nasty weather" phrase. Arthur decides to add this to your dialogue choices. Chat with the Egyptian captain as the beggar. Mention nasty weather to him. He then says "It may even rain." Now go to the beggar as the captain and say it may rain. The plot begins to unravel. Learn everything about this escape plan from this Atlantian. Go talk with the windmill keeper (as the captain again). This time pick "long winter." Learn as much as you can and then return to the ferryman. The olive oil vendor is now on the list of destinations. Go there. There are two structures here: the potter's shop and the olive oil vendor's. Visit the potter. As soon you enter his workshop, turn left and walk to the foreign machine. Activate it and glance down at the container on the floor. Collect the raw clay and stick it with your other items. Go the oliver oil vendor's workshop. When you enter, you'll see various vases on the table. Zoom in on one of them and place the raw clay on it to replicate the temple's holy seal. Take the woman's guise, put it on, and talk to the potter. Agree to "watch" his pots so he can celebrate at the festival. Walk up to the kiln. Steal the pitcher and bowl off of the table. Before you can complete the fab- rication of the temple medallion, you need one more thing--a gold leaflet. You won't find it here, so time-warp to El Dorado... -------------------------------------- Andes Mountains - January 28, 524 A.D. -------------------------------------- Don't fret, you won't spend too much time here. =P Since you're here, there are three guises you can capture. Walk to the right and take the sleeping boy's image. Go back, turn left, and get the farmer's image. Now head to the balloon. Maneuver on over to the other side and walk the whole way up the stairs. In this room is a scribe working on painting a mural. Take his guise, if you desire. Open the nearby basket, take a gold leaf, and teleport back to Atlantis. ---------------------------------------- Mediterranean Sea - October 5, 1262 B.C. ---------------------------------------- Open the oven door. Place the raw clay (make sure you have the seal!) and the gold leaf on top of it. Close the door, turn the wheel, and viola! Instant gold medallion! Now you can enter the temple. Talk to the ferryman and head there. Give the guard the medallion, and he'll grant you permission. Board the ferry. Walk forward until you see a container with chicken heads around it. Fill the bowl and pitcher with holy water. Turn right and walk to the end of the path. Use the gaff to close the small gate that's allowing water to flow through. Now travel to the windmill. Go inside to the central room of it. Pick up the loose rope on the ground and attach it to the wooden pole in middle of the area. Now turn the wheel on the pole to reveal the hidden passage. Since you closed the water flow, you can go in. So do it! Climb up the ladder, step forward, and walk to the left. Here you'll see the Sinclair-look-alike. He turns out to be Saros, the guardian templar. Talk to him as Padros (the beggar) to obtain the sun disc. Place this special item on the nearby clock. Then turn the wheel. But...you need to turn the water back on. Go back and continue moving forward to a staircase. Climb up to enter the temple again. Open the water gate, and a raising column of water appears before your eyes. The legacy moves with it. Collect it and warp outta here. -------------------------------------- Andes Mountains - January 28, 524 A.D. -------------------------------------- As it turns out, what Gage brought to the TSA is only a piece of the legacy. There's two more to locate. So let's find the next one! If you warped to Atlantis as soon as you picked up the gold leaf, Gage should land in the room with the murals the scribe is working on. Turn around and go down the first small set of stairs. Turn right and continue along the path until you are stopped by a guard. The aviator warrior will not let you go in to see the shaman, so something needs to be done... If you go behind the guard, you should see the rope holding his balloon in place. You need to cut it somehow, but you don't have the necessary equipment. Let's pay a quick visit to Shangri-La! ----------------------------------------- Himalayan Mountains - April 14, 1219 A.D. ----------------------------------------- Once you land, face to the right and walk down the snowy road. Take the pilgrim's guise, equip it, turn around, and cross the nearby wooden bridge. Take the left path until you come across the greenhouse. Enter the building and climb up onto the small platform. Collect the knife and tunnel map and head back to El Dorado. -------------------------------------- Andes Mountains - January 28, 524 A.D. -------------------------------------- With the knife in hand, cut the rope! Then you can watch the warrior hang from the balloon and yell various expletives! Anyway...continue on. When you reach a wall, put the view on your right side to see yet another guard! Talk to him, and the shaman appears. As the farmboy, ask him to explain the Story (and get a bag of popcorn while you're at it). Before this important conver- sation ends, obtain his guise...you will need it in a moment. Head the whole way to the location of the farmboy (the well). Chat with the kid as the shaman and have him give back the talisman. Now travel back to the aviator leader. Take the other route to spot a hot air balloon. Use the tal- isman to create the heat required to fly into the sky. In the air, zoom in on the temple's roof. Make a note of how the heads are arranged around that arrow. When you're done, go back down and visit the temple entrance. Walk down the path you have not gone through yet. It'll look like a dead- end. Move around through the vegetation, and an arrow-shaped pool of water is there. Place the talisman on the serpent with the cavity, and the liquid drains out. Take a step down and face the set of heads on your left. Zoom in and touch the head with the blue square eyes. Maneuver to the next head-set. Click the one that looks a bit like a bulldog. Turn around and hit the parrot-like stone. Now move to the final group and touch the one that looks really PO'ed (it's on the west end if you can't tell =P). A hidden passage opens! Traverse down the corridor and watch your ass get scorched. So we need to fix this minor obstacle. Remove the talisman from the indentation, so the water flows and cancels out the flames. Go down the hall a second time to get the second legacy part. ----------------------------------------- Himalayan Mountains - April 14, 1219 A.D. ----------------------------------------- The final part of this legacy is located here. Remember the guard house that was beside you when you first entered this place? Enter that structure, go up the left staircase, and talk to the Dob Dob guard. Pass him the silk scarf from Atlantis so he'll grant you permission to use the bridge. Head straight forward and enter the monastery. The Lama (no, not Llama...) is here at his desk. Talk to him as the pilgrim and try to learn about the Buddhist religion. Leave the building and run to the west. You should a tent that stands a bit out of place. The gruesome Genghis Khan is inside. Take his guise and don't bother attempting to start a converstation with him. Talk to the Lama as Khan to learn even more of the religion. He mentions two critical pieces of information: transmutation and visiting the six shrines. Each of the colored Buddha statues scattered around the land is a shrine that represents one of the realms. You need to give each statue an offering to progress. Take some time to read the inscription under the blue Buddha statue here. Enter the building past Khan's tent and make your way through the hallway. Turn to the right and analyze the picture on the wall. This circle has each of the statues showing the offering they desire. Remember that info and exit this place. Go across the other bridge by the pilgrim. Read the writing under the green Buddha statue and the symbols near it. Visit the green house again. There's a golden grate on the floor by the tree. Climb down, pour the healing water onto the dying roots, and go back up. Collect the spiritual fruit from the tree and place it on the statue's bowl. A yellow stone appears. Get it! Enter the cave system the same way you did a couple minutes ago. Check the map. On the far right, there's an exit that appears under Khan's tent. That is where you need to go. Along the way, pick up the butter boiler in the hells realm (on the map, it's the room with the skeleton and flames). Once you reach the tent steal Genghis's sword. Be quick, though! If you take too long, he'll bash your head in. Get outside of the caves and approach the statue by the tent. Give this one the sword you just acquired. The red stone is now yours. Enter the hallway of the temple you went to earlier. On the left wall, there are eight wheels that play a unique note. You have to play them in the order of the holy mantra. Take out the butter boiler and grease the upper-right wheel so it actually works. Use this order (ignore the wheels with the X's): ___ ___ ___ ___ | | | | | | | | | 3 | | 2 | | 6 | | 4 | |___| |___| |___| |___| ___ ___ ___ ___ | | | | | | | | | 5 | | X | | 1 | | X | |___| |___| |___| |___| The white Buddha behind you grants ya the white stone. Now talk to the Lama as Khan and ask about the animal realm. If you have read the text near the green statue, answer the question with "ignorance." He then hands over the Book of Knowledge. Place this item into the hole under that statue to get the green stone. To get the rock from the blue Buddha statue, you need to warp to Atlantis again. Go to where the beggar usually is and get the alms bowl he left behind. Put this bowl in the hand of the statue. One more to go! This item is tricky to obtain. Remember the hells realm statue in the tunnel system? To get the stone from it, you must direct the heat from two steam rooms to the statue. You do this by changing the positions of the doors in the caves. Look at my tunnel map at www.gamefaqs.com for a solution to this puzzle. Once you've completed that, pick up the black stone the statue leaves for ya. Now head back to the temple with the circle of life. Dash down the staircase and face the central pillar. Walk around to the other side of it to see a figurine of the white Buddha. Give it the white stone to cause a small portion of a staircase to rise. Read the inscription on the front of this. Walk up, turn to the right, and give the red Buddha the red stone. Again, read the text to learn more about this "Siddha." Keep repeating this process. At the top, a flower-like object spins and opens up. Jump from platform to platform to progress. Learn a bit about the murals and take the Lotus in the hub of the room. Make sure you look at the red orb above the face painting here. It shows the pilgrim you first saw at Shangri-La (hint, hint). Leave and talk to the pilgrim. Attempt to give him the Lotus. He says that he cannot change the artifact until you have completed the True Path by removing all of your illusions. Remove the currently equipped guise and do this again. The Lotus transmutates into the final portion of the legacy. Gage will be transported back to the TSA... <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.4] FINAL PUZZLE >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The game isn't over yet! Now that the three artifacts are brought together, you must make them form the Sosiqui marking that the Cyrollan ambassador showed you earlier in the game. This is accomplished by rotating the three pieces in different directions. For the lower-left artifact, turn the lower-right corner (from your perspective) once. On the lower-right artifact, rotate the northern corner two times. For the final piece, turn the very top of it once. Rotate the lower- right one time and the top once again. This should create an image of the Sosiqui symbol. Now you have finally completed The Legacy of Time! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 6) CONTACT / LEGAL INFORMATION ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= --------------------- Copyright Information --------------------- (c) Copyright 2001-2004 Ryan "MetroidMoo" Ammerman This FAQ cannot be distributed in books, magazines, etc. or in any other form of printed or electronic media (CDs, etc.) in any way. It may not be given away as some sort of prize or bonus with a purchase, and it may not be used for promotional or profitable purposes. Any characters, names, or other objects are copyright their respective companies. This document and its author are in no way affiliated with any company involved with this game. ------------------ E-mail Information ------------------ E-mail Address: ryanammerman[at]gmail[dot]com Before you e-mail me a question, make sure you've looked through the FAQ to see if your question is answered. If you send me a question that is answered in the FAQ, it WILL be ignored. -------------- Posting Notice -------------- If you wish to use this guide on your site, you may post it without my permission as long as this document is **NOT** changed in any way, shape, or form. The latest version of this guide can always be found at GameFAQs (http://www.gamefaqs.com). --End of Transmission