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Just Adventure original

Timeline Walkthrough

by Alexander Tait about 10 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

One major problem with
this game is that the solution to every situation is built into the gameplay.
This is great for novice adventurers but makes it a cakewalk for a more experienced
gamer. All situations have one solution, which is usually explained in minute
detail to you through the earpiece you wear. I must say, though, that the graphics
are exquisite and the game was a lot of fun. Perhaps in a sequel they could offer
the opportunity to switch off the assistance. There is a "god mode"
cheat, but consider yourself unfit for gaming if you need it! I would recommend
it to those gamers who feel like eye candy and feel like a departure from rigorous
puzzle solving or fighting. To get value for money, make sure you take the tour
at the end–I learned a lot about medieval castles and customs.

The story
involves the hero, Chris (you), who is a member of an archaeology team based at
Castelgard in the Dordogne Valley, France. The head of the team has disappeared
following an excursion back in time to 1357. Now, with two colleagues, Kate Erickson
and Baretto, Chris must travel back in time to rescue the Professor.

Prologue

The
prologue is an opportunity for you to familiarize yourself with the interface
and the mission. Practice looking around, jumping, picking up your stun staff,
and using the staff. When complete, a guard arrives to tell you the time machine
is ready. Exit through the chain-link door. Enter the complex by pushing the button.
After an x-ray and body analysis, enter the facility proper. When told to do so,
enter the numbers 5, 7, 9, and push LOAD. You must hurry at this time, as you
have limited time to make your way to your pod. The time machine starts, and you
arrive back in the 14th Century!

To Castelgard

Leave the time
machine and exit the cave. You have to be careful how you walk–the road is quite
slippery. If you hit a stone, your health is reduced. Your game is automatically
saved at each new challenge, and you will be restored to the point prior to the
challenge where you died. The three are attacked by a rider, and Baretto is killed.
The marker (used to summon the time machine) is destroyed. A little further on,
you must jump a bridge. Continuing the slide, keep left when you come to an obvious
divide in the path. You will come to a full stop. Walk across the tree trunk to
some stairs. You will meet Kate, and a cutscene shows you entering Castelgard.

Castelgard

On entering Castelgard, Kate and Chris are set
upon by soldiers. You must use the barrels on the soldiers to slow them down enough
to allow Kate to pick the lock on the door. Go down the stairs to the cellar and
exit through the cellar door into the street. Turn left and follow the street
as far as possible. You will arrive at the entrance to the tournament but are
not allowed admission. Return to the lodging you passed earlier. Before you can
enter, you need to demonstrate your skills by use of the bow and arrow. Shoot
all targets before the fifth toll of the bell. You are now allowed to enter the
inn.

Your mission is to steal a knight’s tunic. Sneak around large room
through the kitchen. Do some training with the dummy in the training room. Continue
until you enter the large room again. The guard who was previously protecting
the stairs is now gone. Head up the stairs. There are only two rooms open upstairs,
and neither of them have the knight’s shirt you need. However, looking out the
window, you notice a ladder. Jump down into the yard, climb up the ladder, and
move along to another room. Enter the room and take the knight’s tunic. Leave
quickly, and a cutscene starts, leading to the tournament.

In the tournament,
use the mouse to position your lance. The idea is to try and hit the chest. It
is not difficult to win even by trial and error.

You must hurry before
the portcullis prevents you from entering the castle yard. Your weapons (excepting
the stun staff) are taken from you. Walk over to the crane. Use the crank on the
platform to raise it to tower height. Head into the castle. Use the stun staff
to knockout the guard. Head up the stairs and through the unlocked door. Use the
lever to lower a drawbridge to the castle wall. Follow the castle wall around
to another tower (where the platform is). Sail across the castle yard to the entrance
to the manor.

It’s quite easy to get caught here. In this section, look
through the window for the guards. When they have their backs turned, go out through
the door and jump to the ledge. Follow the ledge down to the other tower. Again
when the guards have their backs turned, jump the ledge and enter the door. Go
through the door across the hall. A short cutscene plays.

To avoid the guards,
duck into the alcove at left. When the guards pass by, follow them. When you see
people enter from the door at the end of the corridor, quickly return your hiding
place. A cutscene of Sir Guy, Lord Olive, and the professor plays.

Kate
ducks ahead around the corner. Follow her. She disappeared. Look behind the tapestry
at left. Follow the secret passage around and listen to Sir Guy and Lord Olive.
They are transferring the professor. Continue along the secret passage to the
professor’s cell. He gives you a document and insists that you leave as quickly
as possible. A cutscene plays.

On horseback, you must flee the city before
the chime of twelve. The goal is to keep following the streets downward until
you reach the gate. Most of the time, keeping to the main street or turning right
gets you closer to the gate. Duck and jump to avoid peasants, burning logs, and
other hurdles. Continue until you find Kate.

Fortified Mill

You
must get in the mill by swimming under/to the waterwheel. A short cutscene plays,
and your next challenge is presented: you must jump from cog to cog to reach the
hanging ladder to climb up to the gallery where Kate awaits. Get the sword and
go through the door. Go down the stairs and use your stun staff on the two soldiers.
It is possible to knock out both soldiers if you are quick enough. Otherwise,
Kate will engage one in a sword fight. You can then knock him out from behind.
Go up the stairs and jump from cog to cog again to reach the stairs at the far
side. It is quite easy to miss the spokes here! Knock out the guard at the top
of the stairs and enter the door. Turn immediately left to use a secret passage
to avoid the many guards in the adjacent room. Jump from platform to platform
to reach the other side.

Duck under the pistons and hammers on the assembly
line. Climb up the ladder at the end of the assembly line. Take the passage over
the hammers and pistons. Shoot the guard with the bow (or run past him–he doesn’t
follow you!). Continue along over another assembly line (keep ducking). This will
take you to a large hearth room. You are required to get up to the gantry above.
There is a convenient ladder, but you cannot jump high enough to reach it. Find
the alcove with the coal cars going up and down. Time yourself to jump on the
upward downward moving car, then quickly walk forward into an upward-traveling
car. Jump out when you reach the top, a loft where a conveyor belt leads over
to another loft. Take out the guards with your bow, or let Kate take care of them.
When all clear, walk along the conveyor. It will drop you onto a box high enough
to allow you to jump to the box near the ladder. Climb up the ladder and go through
the door.

Enter the room. There are two doors out–one opens to reveal Marcellus
and the marker. Somewhere in the room is a secret switch to open the other
door–the picture frame. Open the door and run outside to the time machine. You
must return to the present to use the time machine as a teleporter. A cutscene
through time is played.

Laboratory

An error occurs in the
process. Now you are tiny. You must correct the error by entering the code 5,
7, 9, and pushing UNLOAD. A transport car arrives. Push LOAD and jump into the
car. When the car returns to the pods, you have limited time to return to a pod.
Head immediately forward and turn left when you can. Head for the blue structure–this
is the pod. You are transported to the Green Chapel.

Green Chapel

Immediately
cross the bridge. Notice the beautiful waterfall and rainbow effect! Approach
the tree trunk that is doing an impersonation of a seesaw. Tilt the tree so that
the upward end is facing away from the waterfall. Run up the trunk and jump to
the ledge with the open window at left. In the center of the room there are stairs.
Follow them up and pull the lever near the knight. The knight wakes from his slumber
and sets upon you. In addition, a stone wheel begins turning in a carved ditch.
Run! This knight was very creepy, and this part also was appropriately
creepy. The next goal is to crouch on the blocks that have red-painted crosses
on them, while the wheel passes over you. The wheel has a hole in it that allows
you to be unharmed. The best way of doing this is to hide in the area under the
stairs (the knight can’t get you here) and duck out to the stone just before the
wheel approaches. When you have done this three times, a secret passage opens,
which leads to an underground river that will take you to La Roque. Avoid the
waterfalls and keep to the middle as directed by Kate. Avoid the walls, as they
also reduce your health. Eventually, you arrive below La Roque.

La Roque

Go
to the stairs. Light the candle. Go up the stairs following the shadow. Click
on the rock at left to open the door. Climb the stairs and find yourself near
the top of a structure looking down at Kate (chained up) and the professor (in
a cage rapidly descending into the depths). Using your bow, take out the guard.
Then jump down to the bottom using the ledges to limit how far you fall. At the
bottom, unlock Kate. Your next mission is to return to the top to get the crank
to raise the professor back to the top of the put.

Hurry, because this
is a timed puzzle. Head out through the arch near the professor. Turn left and
go up the ladder. Go up the next ladder. At the top of this ladder, duck under
the rocks to go up the hidden stairs. At the top, you will find the crank. Return
to the professor below by jumping down ledges as before and use the crank on the
professor’s contraption. He will be raised up. When he reaches normal level, click
several times on the cage to have Kate pick the lock.

At this point, the
mission is all but over–you have to make your way up to the roof where the time
machine is. As the others take off, you must deal with or flee from a guard. Then
make your way up to one level from the top. At this point, make your way around
to the other side of the building where Kate and the professor are. Climb up the
ladder there. You are set upon by another of Lord Olive’s men. Deal with him and
then take the door out. Stairs lead up to a series of rooms that are rapidly burning.
Make your way through these areas. The last room is occupied by Lord Olive, who
you must defeat. When this happens, a beam from above falls, allowing you access
to the beams above the burning room. You must go to broken window at the opposite
side of the room and jump out.

Once outside, you see Kate again. Jump across
to where she was and climb the stairs. You will meet the hooded man. Defeat him
and make your way to the drawbridge. Operate it several times to lower it. Cross
the bridge. Rush up the stairs to the time machine. Hurry to your pod. You are
returned to your own time. At this point, don’t hold your breath or you will miss
the end–"You were successful in your mission." It’s a disgrace that
an experienced author could have such a disappointing, unrewarding conclusion.
The story was a strength of this game, but it really fell apart at the end.