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2022:Walkthrough by: Louis Koot 

This is my English translation of my Dutch Legacy of Time walkthrough from 2013

Chaper 2: Atlantis:

The 1e Fragment of the Legacy:

You have landed where you left Atlantis before... on the roof of the windmill. 

It is 1 day before the total destruction of Atlantis by the Cyrollans. The date is October 5, 1262 BC.

Windmill:

Spin around a bit. From the roof of the windmill you notice that you look out over a walled cove in a bay. In fact, it appears that Atlantis was built around a large lake. The Temple is right in the middle of the lake. You will get the forward arrow to the mill blade that points towards the Temple. If you look down and then to the left, you'll see a boat deep below you at the dock. Look again at the Temple and then go forward 1 click. Then look down and to the right and you will notice that you are now standing in front of the roof hatch.

Click forward on the roof hatch and ..... You lift the roof hatch and descend via the ladder to the "attic" of the mill. Turn left and go 1 click forward to the wall. Look down and click forward on the floor hatch. You go through the floor hatch and then you are at the top of the stone spiral staircase in the mill. Descend the stairs 2 clicks. Arthur will then stop you because on the ground floor of the mill the miller is working

You won't be able to move through Atlantis inconspicuously in your Chameleon suit. So you will first have to secretly "capture" the Image of a native Atlanthean and then assume his, or her, identity. So turn around and go back up and then back into the attic through the hatch. Back in the attic, look at the ladder. To the left of the ladder are a pair of cogwheels on the floor. Go forward, look down and then grab the two cogwheels from the floor here.

Put the two cogwheels in your item inventory. Turn around and go back to the floor hatch and then 1 more click forward to the window. In front of the "window" is the Turning Lever with which you can set the thick mill spindle, and therefore the blades of the mill, in motion. Look down. You now see a box in the floor where 2 cogwheels are missing. Take the 2 gogwheels from your Item Inventory and now click them in this floor space to place them neatly back in the box

The Turning Lever is now again connected to the thick spindle via the gogwheels, and so the blades are now also connected to the spindle again.

Look at the top of the Turning Lever again. Now click 5 times on the turning level

After each click you will see a sail of the mill pass by. The blades have sails.

 At the 5th click you will see a blade with a torn sail passing by. 

Don't click on the turning lever anymore. Go forward 1 click through the window.

 You will land on the blade with the torn sail. Turn around so that you are looking in through the window again.

Click on the Turning Lever again and ..... The blades turn again and you are taken along and end up on top of the city wall. 

You can see the sail of a ship almost protruding above the city wall. 

Walk 2 clicks forward over the wall. You can't go any further. Turn left and look down.

Below you floats a sailing ship in the harbor. The cross beam of the crane is just below you.

Dock:

The Blind Beggar and the Egyptian Captain

Click forward and you jump on the crossbeam of the crane. Walk 1 click forward over the beam. 

You are then in front of the mainmast of the sailing ship. Look down. 

On the right side of the mast you get the forward arrow, so click forward and ..... You climb down the mast but get stuck halfway.

Look down again and look for the forward arrow and then climb further down. 

You now end up all the way down and you are standing next to the crane.

You are looking at two large pots. Go forward to the pots and then turn right.

You are now on the other side of the crane and the saling barge is right in front of you. 

You hear someone yell "coins for a blind begger". Go forward to the barge and then turn left.

You are on the jetty. Go forward again and turn left. In the corner sits a blind beggar.

Click with your Image cursor on the blind beggar. The Image of the beggar is stored in your image inventory.

Click on your Chameleon suit with your Image cursor to open your Image Inventory. 

Then click with your image cursor on the image of the beggar and .....

You have now assumed the image of the beggar. 

You can now walk through to the beggar, so do that and then click on the blind beggar with your talk cursor. 

The blind beggar asks for alms. The talk options screen will now appear on the right side of your screen. 

Your talk options will always appear in this screen.

Now say "Sorry" and the blind beggar then says something strange in return .... he says "Looks likes nasty weather". Answer with "Yes" and the beggar responds that you better go inside or you will get wet when it starts to rain. The conversation is then over. So now you look like the blind beggar. Now stay the blind beggar and turn around. Walk back over the jetty to the corner, turn right and then go forward 1 click again.

Turn left until you get the forward arrow to the large pots on the deck of the ship. 

Then go forward and you will climb onto the deck of the ship.

 Between the large pots is a grappling hook stick. Grab the grappling hook (Gaff) and put it in your item inventory.

Turn left and go forward to the white mast of the barge. Standing in front of the white mast, look down and turn clockwise to the large pots.

Between these 3 pots is a Silk Scarf on the deck.

Grab the Silk Scarf and put it in your item inventory. 

Turn a little further to the left and now, past the pots, go 2 clicks forward, to the foredeck of the barge.

Then turn to the left and .... The Egyptian Captain of this barge is sitting against one of the large pots. The Captain is chained up.

First take the Captain's Image with your Image cursor.

Then talk to the Captain and ask "A few coins?"

You get a few coins from the Captain and he asks if you have something to say to him.

Answer the Captain with "Thanks". The Captain is clearly disappointed. Apparently you're not the one he expected to see. 

Say "Bye" to end the conversation. Turn left and go 1 click back past the pots across the deck and then turn left.

we now go back to the other side of the crane. So go 2 clicks forward, turn left, 2 clicks forward, 1 click forward.

You are now standing in front of the foredeck of the barge you were just on.

You hear someone playing a flute. Turn clockwise. You see the ferry and the ferryman. The ferryman plays his flute. 

First take the Ferryman's Image. Then open your Imageinventory and now take on the form of the Egyptian Captain.

Then go forward towards the ferryman, turn left, look down and go down the stone steps.

Turn right and walk to the ferryman. Talk to the ferryman.

The ferryman asks where you want to go. Say you want to go to the Temple.

It will cost you a coin, so give the ferryman a coin from your item inventory.

You board the ferry and the ferryman will now row you to the jetty at the Temple. Listen to what the ferryman tells you during the boat trip. You find out that the Atlanteans don't like strangers. Strangers, such as the ferryman and the Egyptian Captain, are considered second-class citizens and are never allowed to leave Atlantis. The ferryman moors at the jetty and you get off the boat automatically.

Temple 1e visit:

Turn right and go forward to the end of the jetty. Then turn all the way around.

 You see the ferry with the ferryman, but you now also see the entrance to the lock, through which the boats have to go that want to sail to the temple. 

There is a guard on duty. Take the guard's Image and then talk to the guard.

The guard comes up to you and says that you, as a second-class citizen, are not allowed to enter the Temple. Now ask anything you can of the guard. You find out that only real Atlanteans, who have to deliver stuff and who are in possession of the golden Temple Medallion, are allowed to enter the Temple. Inquire further and you will find that a delivery of olive oil and jars is expected.

Say goodbye and go back to the ferryman. Talk to the ferryman again and now say you want to go to the "Potter". Without closing the conversation screen, give the ferryman another coin and he will drop you off at the dock at the pottery workshop. Listen carefully to the ferryman again during the boat trip. The ferryman now tells that some of the foreigners trapped here in Atlantis have formed an underground resistance group and that they have a plan to escape from Atlantis.

The potter:

When the ferryman has delivered you to the next dock, turn right and go forward. 

Turn left. You are then standing in front of an alley.

At the back of the alley is the entrance to the Pottery. 

Go forward 3 clicks and turn left. You look into the pottery and see the fat potter.

Take the potter's Image and then turn yourself into the Guard. Don't go in if you don't look like the Guard now.

Once you've turned into the Guardian, go inside and talk to the fat potter. 

The potter, who now thinks you are the Temple Guard, is a bit panicked. Ask all you can ask and you will find that the potter is sitting on "hot coals" because he still has a dozen pots to bake and therefore fears that he will not be ready in time for the great Kalos Kalyre Feast that is about to start.  The pots are already in the kiln, so the potter has to stay here to monitor the firing process. You also experience that the potter has a sister and that his sister makes the olive oil. Say goodbey when you have learned all there is to learn from this fat potter. 

Turn right. Behind the huge pot, where the potter is working, is a table. 

On the right side of the table is a Clay dispenser. To the right of the table is a basket on the floor.

Go forward to the Clay Dispenser and then click on the rotary handle with your finger.

 A thick turd of clay comes out of the dispenser and falls down into the basket.

Look down at the basket and grab the piece of Clay from the basket and put it in your item inventory.

You now have a piece of "Raw Clay". Turn clockwise and leave the pottery again. Turn right, and go forward, back to the water. 

Then turn left and walk behind the pillars to the next corner. You run into hammocks that are full of olives. 

Turn left. Open your Image Inventory and take on the form of the Potter.

Then go forward until the fence, turn left and you look into the olive oil shop

Go inside, turn clockwise and take the Image of the girl stirring the huge pot of olives. Talk to the girl.

This is the potter's sister and she thinks you are her brother. Ask her anything you can ask. The  sister really doesn't have time to look after the potter's pots, because she too is very busy. Say goodbye and turn to face the wall. You are standing in front of a table with a few pitchers. On the front of the table are 3 pitchers, a brown pitcher and 2 gray pitchers. Zoom in on the decoration of the right pitcher. In the large circle, which you see in the belly of the jar, you see the emblem of the Temple.

Take the lump of Clay from your inventory and click with it on the emblem in the circle and ...

You make an imprint of the emblem in your lump of clay. Zoom out. Turn left and exit the olive oil shop.Turn right and ..... Arthur's light bulb will light up. Click on Arthur's lightbulb and he will tell you what to do next.So to get into the Temple you need a Gold Medallion. Well .... you already have a print of the emblem for the medallion.You now only need a piece of gold leaf to be able to copy the Golden Temple Medallion. Open your Items inventory and now change your appearance back to the Chameleon Suit. Open the Time Zone Bar and now travel to the Andes Mountains. So you end up in:

Eldorado:

You are at the fork in the paths and you are standing in front of the palm trees. 

To your left is the Balloon Crossing and behind you is the path to the stable. Turn right and follow the path to the well.

Turn right and look at the well. You hear a loud and clear snore. Go forward to the well. 

Look down and at the green bush to the right of the well. Behind the bush a young boy lies snoring. 

Take the Image of this snoring lad but don't wake the boy.

Turn right and walk back to the intersection. Then turn left to the path that leads to the stables.

Open your Image inventory and now assume the form of the boy who is snoring behind the well.

Then go forward to the stable and then continue to the right side of the stable. On the right side of the stable is the boy's father.

Take his Image and go forward to the man and talk to him.

The man thinks that his son is standing in front of him and you learn that you, as his son, have certain tasks to perform. Ask your father everything you can ask. You learn about the Shaman and about the Toaluapa. Say goodbye to Daddy and go to the Balloon Crossing now. Go to the balloon and step into the basket and ....

with the balloon you now "sail" over the gorge to the other side. 

Get out of the balloon and go through the gate and then up the stairs to the entrance of the temple. Enter the Temple.

In the Temple, the Storyteller (Scribe) of this Indian tribe is painting on the back wall. 

Take the Image from the Scribe.

Turn left to the left wall. Zoom in on the murals on the left wall and then click with your Question Mark cursor and Arthur will tell you a thing or two about it. Then zoom out again and zoom in on the murals on the back wall. Click again with your Question Mark cursor and Arthur will also explain these murals. Zoom out again. 

The Scribe is still busy finishing the last painting. Look down. In the middle of the temple room you can see a ventilation shaft in the floor, between the large stones. To the left are two baskets. Click with your finger on the front basket to open it. The basket is full of sheets of gold leaf. Grab a sheet of Gold Leaf from the basket and store it in your item inventory.

Zoom out of the basket and turn to the right wall. You will get the forward arrow so go forward and then turn back to the center of the room and look down. Now you can zoom in on the ventilation shaft between the stones. Do that and you will see a statue at the bottom of the shaft. Hear what Arthur has to say about it.

Zoom out again and turn around to the Scribe. Now talk to the Scribe and ask him all you can ask him now.

So the Scribe is the one who tells the history of the tribe with his murals. Scribe talks about the "Aviators". Those Aviators are warriors going up in the big hot air balloon. The Scribe doesn't have much time now to tell you everything in detail and he refers you to the Shaman. When you've asked the Scribe everything, say goodbey.

Turn around and exit the temple and descend the stairs back to the balloon crossing. For now you're done here in Eldorado. 

You got what you came for, the gold leaf. So put your Chameleon suit back on and then open the time zone bar and travel back to:

Atlantis:

The Potter

You're back on the jetty in front of the entrance to the olive oil shop. You must now bake the Gold Medallion. You need an oven for this. There is an oven in the pottery, but in order to use the oven, the potter must first leave his business. Take on the form of the olive girl, so you are the potter's sister. Go to the pottery workshop and talk to the poor man again. 

The potter thinks his sister has finished preparing the olive oil and envies her because she can now go to the feast and he cannot. Ask the question you can ask and then say "I'll watch pots" and ..... the potter goes away to go to the feast. Turn to the left and you will see the large doors of the oven. On the oven is a wooden wheel that serves to rotate the turntable in the oven. You will also see a table on the left wall. Click with the forward arrow towards the oven doors and you will automatically walk straight ahead a bit and turn to the left.

Go forward and turn clockwise to the oven doors. Open the oven doors with your finger and head forward into the oven. The potter's pots are in the kiln. Look down. You will see a small round disc between the pots. Take the lump of clay from your item inventory and place the clay on the round disc. Then take the Gold Leaf from your item inventory and place it on top of the lump of clay.

Turn around and step out of the oven to the table again. Then turn back to the oven and close the doors again and then click on the wheel.

The wheel starts to turn and the pots in the oven also turn. When the wheel has stopped again, open the oven doors again. Go back into the oven, look down and now grab the piece of baked clay back from the small round disc. Check it out in your item inventory and see ..... You now have a Medallion. Turn around and walk back to the table. Look down at what's on the table. To the left behind the lit lamp is a small Bowl and a Pitcher. Grab the Bowl and Pitcher

Go back to the jetty at the olive oil shop. Immediately turn to the right and look down.

At the front of the jetty is a large barrel with olive oil. Fill the Bowl with olive oil from this barrel.

Turn right and now go back to the ferryman. 

Click on the ferryman again and tell him you want to sail back to the Temple. Give the ferryman another coin and...

The ferryman sails you back to the temple and in the meantime he talks about the upcoming festivities. 

The ferry docks again at the jetty at the temple lock and you automatically get off the ferry again.

Turn right again, go forward and turn around again so you can see the ferryman and the guard again. Talk to the guard again. The guard recognizes you as the olive oil saleswoman but he does ask for the Medallion. So click on "Give Medallion" in the conversation screen and you show the medallion to the guard.

The guard approves the medallion and tells you to go back to the ferry. So walk back to the ferryman and click on him again and ...

You automatically step back into the ferry and the ferryman sails the boat into the lock and then he sails on to the Temple:

Temple:

You got off the ferry again and are standing on the tile path in the Temple. Go all the way forward on the path. You are then in the round gazebo that stand exactly in the middle of the Temple. In the gazebo is the Holy Well and above the well hangs a round cauldron. Make sure you are standing against the cauldron and then look down. There is water in the cauldron. Take the pitcher from your item inventory and click with the pitcher into the cauldron.

You fill the pitcher with water from the cauldron. Turn right until you see the forward arrow again and then go forward to the right of the cauldron, then turn left and go forward one more time. Look down into the well. You will see a slide in the well that is open. Water from the lake flows through the hole into the well. Take the grappling hook (Gaff) from your item inventory. Click with the grappling hook on the slide in the wall of the well to close the slide. Then no more water flows into the well

Turn around and go back to the path and walk the path back to the ferry. Turn left and click on the ferryman again and say that you now want to be sailed to the Windmill. You notice that the ferryman is not very comfortable here at the Temple. Give the ferryman another coin and you will be delivered by the ferryman to the jetty under the windmill.

Windmill:

Turn left, walk over the jetty to the stairs and then up the stairs to the windmill.

At the top of the stairs you are standing in front of the open door of the mill. 

Change yourself into the Egyptian Captain before entering the windmill. Then go inside. 

You are in the side room of the mill and you are standing in front of a round table. Behind the table is a large chest against the wall.

Behind the chest is a low table. Turn left and go 1 click forward towards the entrance to the actual mill room. 

Then turn clockwise and aim the forward arrow at the chair behind the round table and in front of the chest. 

Then go forward, turn right and look down at the chest. Open the chest with your finger.

A scroll comes out of the chest. The scroll opens and you see a drawing of the inside of the mill. In the drawing you see the entrance to a secret tunnel. You also see that you can open the hatch of the tunnel with the help of the mill axle. Click the scroll away again. The scroll disappears back into the chest. 

Turn around to the round table, go forward, turn right and now enter the actual mill room. Turn left and take the Image of the Miller.

The Miller is also a foreigner who is actually imprisoned here in Atlantis. Then talk to the Miller. De Molenaar says "Looks like nasty Weather", just like the blind beggar before. Say "Yes" or "No" . Arthur now adds this sentence to your dialogue options. Turn around and leave the mill again via the side room. When you're outside again, turn yourself into the Miller or the potter or his sister. Then go down the stairs again to the jetty and to the ferryman. Talk to the ferryman again and tell him you want to go back to the Dock now. Give the ferryman another coin and the ferryman will sail you back to the:

Dock:

The ferryman moors the ferry at the jetty where you boarded the very first time.

Go up the stairs and then walk around the crane to the other side and board the sailing ship again.

Back on the deck of the sailing barge, turn yourself into the blind Beggar

Then walk to the foredeck and talk to the Egyptian Captain again.

Say "Nasty Weather"  to the Captain right away. The Captain now responds with "It may even rain". So the beggar is the contact person for the captain. Arthur now explains the plot and adds the phrase "It may even rain" to your dialogue notes. Say goodbye and now go back to the blind Beggar, but first change yourself into the Egyptian Captain. Talk to the beggar.

The beggar asks for a coin again, so say "sorry" again. The beggar says "Looks like nasty weather" again. 

Now answer the beggar with "May rain"

The beggar now thinks you are the Egyptian Captain and now tells about the underground resistance movement and the plan to escape from Atlantis. Now ask the beggar all the follow-up questions you get and you will experience that Atlantis is  actually a prison for non-Atlantians. The beggar tells you to contact the Miller and also gives you the answer phrase to say to the Miller. When you have asked all the questions, you say goodbye.

Now go back to the ferry and stay as the Egyptian Captain. Tell the ferryman you want to go back to the Mill and give him another coin.

During the crossing, the ferryman tells that he does not want to flee from Atlantis. He feels at home here even if he is only a second class citizen.

Windmill:

Go up the stairs again and then enter the mill again. Walk through the side room to the main room of the mill and talk to the Miller again. 

The Miller now says "Still looks like nasty weather". Now answer the Miller with "Long winter".

The Miller is happy now and now welcomes you as a fellow resistance member. Now ask the Miller all the questions you get. 

You will now learn from the Miller all about the Gaellith, a sacred Artifact of the Atlantheans. The plan is to escape from Atlantis while the Atlanteans are celebrating the Gaellith ceremony. The miller now also tells about the secret escape tunnel, which leads to the "Inner Temple" When you have asked all the questions again, say goodbye.

The Miller now leaves the mill. Look down at the floor and then turn around to the entrance. You will see a hatch in the floor. A rope is attached to the ring of the hatch. Look up and you will see that the rope is attached to a pulley. Look down again and now grab the Rope and hold down your left mouse button. So you hold the rope. While holding the rope, turn around to the left, towards the big thick axle mast of the mill. Move up and drag the rope to the bottom of the mast.

There is a ring on the mast where you click the rope on. You will immediately notice that you have the right place because the rope lights up. Click the rope to the mast. Then turn to the left of the mast and look down again. You'll see the Turning Wheel. Go forward, turn right and you are in front of the turning wheel. Click on the handle of the turning wheel and the hatch at the entrance will be lifted

Go forward to the hatchway and then click forward in the hatchway and .....

...........you crawl through the dark tunnel and end up on the bottom of the Temple Well.

You are standing in front of a statue and you have ended up under the Temple. Turn clockwise. You see ladder rungs on the wall.

Climb up the ladder rungs and then continue to the mural. You can then go left and right. Now turn yourself into the Beggar first. Turn left and go 1 click forward and turn right again. Click on the mural with your question mark cursor. Arthur explains the painting. Then turn left again and take 1 step forward again and turn right again. You are in front of the next mural. Click again with your question mark cursor and Arthur explains the painting again. Then turn around.....Hela...there's a guy here. It's Saros. Take his Image and then talk to Saros.

Well....doesn't that Saros look suspiciously like Elliot Sinclair? Listen to Saros and ask the questions. 

Saros then gives you the Sun Disk and disappears.

 When Saros has disappeared, zoom in on the Water Clock, which is on the wall here. 

There is a turning wheel on the right, but if you click on it, the wheel does turn, but nothing else happens.

Place the Sun Disc from your item inventory and now place it between the spinning wheel and the large water clock disc. Then click on the turning wheel again and ... the large disc will now rotate and the pointer of the clock will be at "1 o'clock". You hear the sound as if something has opened somewhere. Zoom out. The Sun Disc will automatically be returned to your item inventory. Turn right and now go 3 steps forward. You are then back in the narrow hallway and in front of the stone stairs.

Go up the stairs, then turn around and continue up the next stairs. Turn around again and go further up via the last staircase and ..... through the open hatch you end up in the arbor of the Temple. You see the slide in the wall of the well. Walk to the right-hand side of the well again and look down through the well to the bottom. You can see the statue at the bottom of the well.

Take the grappling hook stick from your item inventory again and click with the stick on the Slide again to open up the slide and .... 

Water flows into the well again and a Water jet comes up and with the water jet the 1st Fragment of The Legacy comes up. It is a pyramid-shaped fragment.

Grab the Fragment and put it in your item inventory and....

You will automatically beam from Atlantis and return to the present time and to the TSA headquarters.

The Cyrollan Ambassador is excited about your find of the 1st fragment.

But there are still 2 fragments to be found. The Ambassador is banned from the command center by the boss of the TSA.

Gage suggests bringing Michelle Visard back to translate the clip.

after this cutscene you will be back in your Chameleon Suit. Open the Time Zone Bar and click on "Mediterranean Sea" again to return to Atlantis. You end up at the well in the Temple again. Turn yourself into the Olive Girl. You have to go back to the dock, but the ferry is still moored at the windmill. Look  into the well and close the Slide again with your grappling hook. The well is running dry again. Then walk to the other side of the well and go back down the 3 stone stairs.

Descend via the metal ladder rungs to the bottom of the well and crawl back into the pipe/tunnel. You will end up in the windmill again. Stand in front of the open floor hatch and then turn around to the main mast. Click with your hand on the point where you have attached the rope to the mast and .... you release the rope from the mast and this makes the floor hatch close up again.

You can now go outside. So go outside and to the dock and tell the ferryman you want to go back to the Dock. 

Give the ferryman another coin and you will be dropped off again in the:

Dock

Go to the end of the jetty, where the blind beggar used to sit. The beggar has disappeared now, but he has left his begging bowl here.

Grab the Alms Bowl and put it in your items inventory. Change yourself back into the Chameleon Suit.

Open the Time Zone Bar and now travel to the "Himalayan Mountans" to end up in:

Chaper 3: Shangri-La: 

2022:Walkthrough by: Louis Koot