By Al Giovetti
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The Journeyman Project II (2): Buried in Time Walkthrough
by Diana Griffiths
This walkthrough assumes you have read the Buried in Time (BIT) manual and are familiar with operating the game's user interface. BIT is not completely linear so this walkthrough is only one order of events while many others will also lead to a successful game completion.
BIT can be played in two modes. Adventure mode, the default, includes several puzzles that can be avoided by playing in Walkthrough mode. I have provided instructions for both modes. Specific Adventure mode instructions, not applicable to Walkthrough mode, are at the end of the walkthrough, so as to avoid confusion in Walkthrough mode. Click on the link supplied to go the appropriate Adnventure mode instructions. If you wish to return to reading the walkthrough following the adventure mode instructions, click on the Return link supplied at the end of each set of instructions.
All movement instructions are given according to the directions representing the Up, Down, Right, Left, Forward navigation arrows on the Jumpsuit. An additional instruction is given to pull back from the scene you are examining, Back, representing clicking when the cursor on screen is an arrow flipped back on itself. Each of these instructions is abbreviated as U D R L F and B when a series of movements is required.
I have provided point accumulations in this walkthrough as the game does not report your scoring unless you finish or die.
You are Gage Blackwood, Agent 5 of the Temporal Security Agency. The year is 2318. Your future self arrives having jumped from the future. You hear that he has been accused of unauthorized time travel and potentially causing time distortions. He hands over his jump suit to you, automatically cloaking you while he is taken into custody. You then jump 10 years into the future.
Select your Files biochip and read the files on the Jumpsuit (100) and the all the TSA Agent Dossiers (100) and Profiles (100).
Points accumulation = 300
Move forward and turn left to place yourself in front of the cabinet. Examine the figurine of Agent 5.
Click on the figurine to play the message left for you by the Gage from 2128.
Move R F F F F R D to in front of Gage's desk. Adventure Mode Instructions Examine the futuristic answering machine on the right. Click on the buttons on the left edge to play back each of the messages.
Move U R F L F F L D to in front of the door to the enviro-projector room. Go forward into the room.
Move F R F R D to a pair of seats. Pick up the remote control, if you like. You may find a use for it - I didn't!
Move U L F L D to in front of the enviro-projector. Examine it. Press the right hand button for the Interactive News Network (INN). Review the Agent 5 Arrest story (100), the Symbiotry Discussions story (100), and both Louvre Auction stories. (100) (100)
Points accumulation = 300 + 400 = 700
Adventure Mode Instructions Note that the INN stories have hypertext links in the text sections at the end of the story. Click on highlighted words (just like the links in this HTML file) to receive additional information on that topic.
View and read everything, then exit the news menu. Adventure Mode Instructions (200)
Points accumulation = 700 + 200 = 900
Select the Jump biochip and select Farnstein's Lab. You must read the mission briefing before the biochip will let you jump. Then jump to the space station.
Adventure Mode Instructions
Points accumulation = 900 + 200 = 1100
The hatch you are facing is sealed by globules of seal-foam. Look down and turn left to look down the open corridor. Move forward until you reach the "Capacitance Array" hatch. Touch the hatch to open it. Move forward until you reach the "Docking Bay" hatch. Adventure Mode Instructions Touch the hatch to open it. Move forward to enter the Docking Bay. Save the game here. Move R F R F L F L L L F R R F L F R.
Move forward to the "Scanner Room" hatch. Touch the hatch to open it. Move forward.
You are greeted by the ship's non-organic sentient being, Arthur. Move forward when he asks and select Yes on the screen each time it appears.
Turn right twice, to face the "A.I. Nexus" hatch. Look up and examine the override panel. Enter the code Arthur gives you into the panel: 32770. When it opens, touch the handle to blow the hatch. After your brief flight, touch the A.I. Nexus hatch to open it. Adventure Mode Instructions (200)
Dr. Farnstein's recording will play, and Arthur will transfer a copy of himself to your blank biochip.
Points accumulation = 1100 + 200 = 1300
After the transfer, you are trapped in the A.I. Nexus. Select the Jump biochip. Adventure Mode Instructions
Jump to Farnstein's Lab again.
Adventure Mode Instructions Move R D F. Touch the hatch, and move forward until you reach the "Atmosphere Mining" hatch. Touch the hatch. It will not open at first, but Arthur will issue an override, and the hatch will part to allow you to enter the elevator to the asteroid. Move forward, then touch the button labeled with green text to ride the elevator to the tram inside the asteroid.
Move R R D to view the elevator hatch. Touch it to open it. Move forward, then push the up arrow on the tram controls to ride it into the center of the asteroid.
Adventure Mode Instructions
Touch the up button again to take the tram to the elevator on the other side of the asteroid. Move right twice to face the elevator.
Move forward to enter the elevator and press the green-labeled button to ride it down to the other side of the station. Look down and turn right. Take the empty water container. Turn right to face the hatch, and touch it to open it.
Move F F R D to reach the "Biomass" hatch. Touch it to open it and enter the area.
Move F F F L to examine the sculpture. Look down, and examine the equipment attached to the left of the rack the sculpture is mounted on, a harmonic resonator! Press the green button to test the current frequency indicated on the display. It will return "Negative Response". Move the cursor to the dial, and click when it changes to a right pointing arrow. This will rotate the dial and change the frequency. Keep changing frequencies until you get a "Positive Response". (100)
Move back and look up. While your Evidence biochip is selected, touch the sculpture again. It will morph into a different form, and the biochip will recognize this as the temporal anomaly and automatically record it. (200) Select Review to look at the catalog of recorded evidence, and examine the evidence on the sculpture. (1000)
Points accumulation = 1300 + 1300 = 2600
From facing the sculpture, move L F D F. Touch the hatch to open it and exit to the corridor. Turn left and go forward. Touch the hatch and go forward. Touch the green button, move R R D and touch the hatch. Go forward, touch the down button, then turn right when the tram arrives at the center of the asteroid.
Examine the recharge station, then place the water container over the blue valve. Turn the yellow valve to fill the container with water. Put the water container back in your inventory.
Select the Jump biochip, select Chateau Gaillard, read the Mission Briefing, and hit the jump button.
Fortunately the guard who turns and sees you is immediately killed by an arrow.
Select Arthur's biochip. Select his Comment function when it is highlighted.
Move forward and look down to examine the dead guard. Take the arrow in his back and put it in your inventory.
Move U R R F F F F D F to climb down the stairs to the first landing.
Move U L F R to face the door to the battlements inside the castle. Touch the door to open it and go forward.
Move R F F L F R D. Take the grappling hook. Move U R F R F F R F F F F L Wait for a catapulted boulder to come crashing through the wall. Move F R D F to climb down to the ground below. (200)
Points accumulation = 2600 + 200 = 2800
Adventure Mode Instructions Select the Jump biochip and select "Da Vinci Studio". Read the Mission Briefing and Jump to the site.
After you arrive, move L L D, and touch the balcony key to unlock the door. The key automatically goes into your inventory. Look up and touch the door to open it, then go forward. (100) You see a silhouette in the other tower, and your Evidence biochip automatically records this. (500)
Points accumulation = 2800 + 600 = 3400
Turn right twice, touch the door to open it, and move forward to return to the inside of the tower
Move Adventure Mode Instructions L F R F. This puts you in front of one of Da Vinci's uncompleted paintings, and the Evidence biochip detects an anomaly. Move L L D. Select the Evidence biochip and select the Locate function. Move the cursor over the smudge and click to record the evidence. (500). Review the new evidence.(100)
Points accumulation = 3400 + 600 = 4000
Move U F F L L to face the elevator. Move forward to enter it, look down at the turnstile, and turn right. Touch the wheel to crank the elevator down to ground level. Look up and turn right to face the dark doorway. Open the door, and go forward into the grounds.
Move forward, Adventure Mode Instructions and forward again to get to the door to the workshop. Open the door and go forward into the workshop. Move F L Adventure Mode Instructions F F F L D Adventure Mode Instructions and pick up the siege cycle. (200)
Points accumulation = 4000 + 200 = 4200
Move U L F F L F F to a small desk and a small cabinet on the wall. Look down and examine the diagram on the desk.
Move U L F R F L F to reach the door to the courtyard. Open the door and go forward to enter the courtyard.
Move R F L F R R F F L F L F R R to the catapult. Adventure Mode Instructions Turn left and move forward to mount the catapult. Move the horizontal control nine times to the right. Move the vertical control down twice. This should line you up with the balcony on the other. Pull the central lever to launch the catapult.
Move L F L. Put the siege cycle on the wires. Climb up onto the siege cycle. Move forward to cycle up to the tower. (200)
Points accumulation = 4200 + 200 = 4400
Move F F L to face the balcony door. Look down. Use the balcony key to unlock the door. Look up and open the door. You see someone jumping out and hear something dropping onto the floor. Go forward to the inside, and the Evidence biochip detects an anomaly.
Turn right and look down. Select the Evidence biochip. Use the Locate function and move the cursor over an electronic camera lens filter (500). Pick up the lens. Click on the lens icon in your inventory list to mount the lens on your camera. (100) (Leave the lens installed as you will need it later.)
Points accumulation = 4400 + 600 = 5000
Look up and go forward to reach a desk full of documents. The Evidence biochip detects another anomaly. Turn right and look down to face the notebooks. Examine each of them with the Evidence Locate function until you find one the Evidence biochip recognizes as an anomaly and records it. (200) Review the new evidence. The altered document is the "Codex Atlanticus". (1000)
Points accumulation = 5000 + 1200 = 6200
Move B U R F R F F L to face a cabinet. Open it and look inside. Take the preserved heart.
Select the Jump biochip and select Chichen Itza from the menu. Read the Mission Briefing then Jump.
Move R F L F to enter the temple. Read all the inscriptions at the top of the surrounding walls using the translator biochip. Note the inscription above the doorway. Turn to the dials on the back wall and examine them. Using the translator biochip to help you read the dials. Change the date to "8 Water". Move B L D, and pick up the ceramic bowl on the floor. Move U L F D to go outside and look down at the lap of the statue. Place the bowl on the statue and begin your journey into the underworld (200)
Points accumulation = 6200 + 200 = 6400
Adventure Mode Instructions Move forward until you reach a fork in the path. Turn right and go forward to the first temple. Select your Translator biochip and activate it. Examine the glyphs above the doorway to learn that this is the temple of the War God. Place the bloody arrow in the mouth on the lower right.
Save your game here. Go forward to enter. The door closes behind you so if you leave before you have completed your task here you will have to restore the game. There is only one offering that will open the door and you have used it already. Look to either side and on the floor. There are two serpent heads, one on each side, and a skeleton at your feet to the right. Pick up the skull.
Click on the serpent head on the left. Put the skull in the jaws of the serpent on the left. Adventure Mode Instructions
Turn right and move forward until you reach the altar of the war god. Look down, and pick up the obsidian block. (200) Move U R R then go forward until you reach the door of the temple. Open the door, then go forward twice to return to the fork in the path.
Points accumulation = 6400 + 200 = 6600
Go forward twice to navigate the pillars and stand in front of the temple of the water god. Place the water container in the mouth on the lower right. Move forward until you reach the far end of the bridge. Turn right to take a look at the temple entrance. There is no way across so turn right and go forward to walk back across the bridge. When you hear the noise turn right twice to see the sections of the bridge swinging out of synchronization. Save your game.
When the next section close enough for you to step onto it, the forward arrow will light. Click on the forward arrow when the next section is close and on its downward swing. Save your game as you make progress across the gorge. It might be a good idea to use a separate save file for this in case you panic and save at a particularly bad time.
Once you reach the other side move forward twice to reach the altar of the water god. Look down and pick up the limestone block. (200)
Points accumulation = 6600 + 200 = 6800
Jump to Chateau Gaillard.
Move R R F F F D F to climb down the stairs. Move U L F R, open the door and go forward to exit the tower. Move F F F F L, and wait for the boulder to crash through the wall. Move F R D F to climb down.
Turn right, go forward and open the door. Go forward to enter the Smithy. Move L F R F R F to reach the forge. Look down at the forge. Adventure Mode Instructions Take the copper key. (200)
Points accumulation = 6800 + 200 = 7000
Move U R R F L F L F R to return to the Smithy's door. Open the door and move F F F R F L F R F to the moat. The Evidence biochip detects a temporal anomaly. Select the Evidence biochip, then look left and down. Select the Locate function. Click to record it. (500) Review this evidence. (100)
Points accumulation = 7000 + 600 = 7600
Turn right and move forward to wade under the moat to the other side. Look up. Save your game here. Throw the grappling hook up to the window.
As soon as your direction arrow lights up, go forward to climb the rope. At the top, select your Cloak biochip and Activate it before the guards find you.
After the guards have left to search for you elsewhere, deactivate your cloak. Select Arthur. Move F R F D to reach the front of the cabinet. Touch it to examine it, and you will discover a hidden panel with an impression for a key. The key is missing, but it looks like the one you just made. Move B U L L F F to get a closer look at the tapestry. Activate a mechanism of some sort.
Move R R F L F F to reach the stairwell. Move L D F to climb down to the next landing. Move U L F to reach the door to the study. Touch the door, then go forward to enter.
Move R F F R D to look in the fireplace. Pick up the burned letter. Select the translation biochip and activate it, then select the letter in the inventory to read it.
Move U R F F F D. There are two journals you can read here, again with the aid of your translator biochip.
Move U R F F D. This diagram of the castle shows an unidentified chamber below the food cellar.
Move U R R F L F to return to the door you came in. Open it then move F F L D F to walk down to the bottom of the tower. Move U L F to reach the cellar door.
Open the door, and the another TSA agent and jumps out. The Evidence biochip records the fact that there another unauthorized TSA agent in this time zone. (500)
Points accumulation = 7600 + 500 = 8100
Move F L F L D to reach the chest the TSA agent was standing in front of. Unlock the chest with the copper key. Move forward to climb into the chest. Climb into the storage chamber underneath. (200)
Points accumulation = 8100 + 200 = 8300
Look down and right. Open the chest and take some gold coins. Move U R R F. Your Evidence biochip has found another anomaly. Look right and down to look at a collection of items. Select the Evidence biochip, select Locate, and examine the sword. (200) Review the evidence on the sword. (1000)
Points accumulation = 8300 + 1200 = 9500
Jump to Chichen Itza
Move R F L F. Examine the dials. Change them to read "8 Water", if necessary. Move B L D and pick up the bowl. Move U L F D and put the bowl in the statue's lap.
Move forward through the first fork in the path and on to another fork in the path. Turn left to face the temple, and go forward to stand in front of it. Use the translator biochip to identify this as the temple of the wealth god, and note that all who approach must "turn their backs to worldly possessions and lower their heads in humility".
Place the gold coins in the mouth on the lower right. Move forward until you reach a rope bridge. A golden doorway lies on the other side of the gorge.
Lower your head in humility by looking downward. Turn right and look down. Adventure Mode Instructions Move forward to climb down the rope to the real temple, below you on the cliff face. Move forward twice to reach the altar of the wealth god. Look down and take the jade block from the altar. (200)
Points accumulation = 9500 + 200 = 9700
Move U R R F F to return to the mouth of the temple. Move R U F to climb back up to the base of the bridge. Move forward twice to reach the door to the temple. Open it and move F F L F to reach the door to the last temple, the temple of the god of death.
The Evidence biochip detects an anomaly. Look down. Select the biochip and select Locate. Examine the ground on the right. The biochip records the evidence (500). Review this evidence.
Points accumulation = 9700 + 500 = 10200
Put the obsidian, limestone and jade blocks in the mouth on the lower right.
Move F F F F D to examine the sacrificial altar. The Evidence biochip detects another anomaly. Locate the anomaly in the bloody pool on the left. Review this evidence; synthetic blood. (500)
Points accumulation = 10200 + 500 = 10700
Put the heart in the bloody bowl. The Mayan Coffer bought at the auction appears.
The Evidence biochip detects an anomaly. Save your game here. If you select the wrong combination you will be poisoned.
Activate the translator biochip, to read the symbols, Turn the symbols so they read: 'The Breath of Itzamna'. Touch the right side of the Mayan box to open it. (200) The Evidence biochip automatically records the anomaly inside. Take the environ cartridge from the Mayan coffer. (1000)
Points accumulation = 10700 +1200 = 11900
Use the Jump biochip Recall function to return to your apartment.
Move R R F R D F R F F L D. Select the projector and insert the environmental cartridge. The cartridge begins playing. (100)
Points accumulation = 11900 +100 = 12000
Before you finish reviewing the cartridge, you are interrupted and incapacitated by TSA Agent 3.
When you recover, your jumpsuit is inoperative. TSA Agent 3 explains her reasoning and actions to you while Arthur to tries to take over the computer system. He takes some time but eventually succeeds except for needing the agent's password. Enter the correct password (TSA Agent 3's leisure activity): 'GRAVBALL'. Arthur breaks into the system, causing TSA Agent 3 to jump out and the power to black-out. (200)
Points accumulation = 12000 + 200 = 12200
You also lose your companion, the biochip copy of Arthur.
Move R R F F D. Pick up the glowing blue object. It is a charged fusion generator core. Move U R R F D. Press the eject button and take the burned out core. Insert the charged generator core and the power will return.
Move U R R F F R F to the plasma tool. Examine it. Scroll through the list of items to the "transport code". Select "Run Program". Keep doing this until you have written down the entire "transport code".
Turn right to the bulletin board. Read the post-it note. (100) Examine the INN display screen. Select the Symbiotry Technology Discussions and listen to the news on the withdrawal of Ambassadors Icarus of the Krynn. (100) Page forward to the text section, select the Appeal for Denial and check the hypertext link for the Krynn. Their data corresponds to the sight and sound data on the post-it note. Adventure Mode Instructions Exit the INN system.
Points accumulation = 12200 + 200 = 12400
Move R F L F R R to the transporter. Save your game here. Make sure you have the special lens filter attached to your camera. Touch the transporter and enter the transport code: '657255190235'. Do not press the ENTER key. Adventure Mode Instructions The machine will open. Go forward and you will transport to the. . . (200)
Points accumulation = 12400 + 200 = 12600
Move F L F R F to reach a junction in the corridor. Save your game here.
Turn right, and some aliens will be detected. Select your Cloak biochip and Activate it.
After the aliens pass, deactivate your cloak. Touch the cabling at the base of the ring in front of you to travel down the tube. Repeat this to enter the room at the end of the tube.
Ignore the pod you are facing as you enter. Go right (counter-clockwise) and turn left to face two pods. Examine the pod on the upper right. Place the explosive charge on the seal in front of the sword. Take the sword. Continue counter-clockwise and examine each of the pods and open the seals with the sword. Take the Sculpture, the Coffer, the Codex Atlanticus and the Environ Cartridge. (200). Return to the mouth of the tube that brought you here.
Points accumulation = 12600 + 200 = 12800
Touch the cabling to move down the tube. Repeat this to get to the end of the corridor. Adventure Mode Instructions
Move L F L. Save your game here. Move forward toward the transporter pods. Ambassador Icarus arrives through the middle transporter. He places you in one of the inorganic transporters in order to transport your suit from around you. Drop the burned-out generator core inside the transporter pod. This pushes Icarus into the other inorganic transporter.
Move forward as soon as you can.
Disabling the Krynn Ambassador
Push the pink button to right on his transporter, as above, to tranport his inorganic appendages. All he can do now is swim off!
Turn right and go forward to enter the middle (organic/inorganic) transporter. Turn right twice to face the front of the transporter. Push the pink button on the left to transport home (200)
You are awarded 2000 bonus points for completing the game. (2000)
Points accumulation = 12800 + 2200 = 15000 (Maximum Points!).
Enjoy your success while you can!
This walkthrough is copyright © 1995 by Diana Griffiths. All rights reserved. Not to be distributed without permission.
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