Indiana Jones and the Fate of Atlantis
Introduction Though released in 1993, the 'talkie' CD version
of Indiana Jones and the Fate of Atlantis is an enduring classic. Aside from the usual
Indiana Jones brand of dry humour, Fate of Atlantis features three different paths
through
the middle of the game:
- Brains path - the most difficult. Indy chooses to go it alone and the puzzles
are the hardest.
- Brawn path - the easiest puzzles. But here you must use your
boxing
skills to best opponents. For the player who favours action over more cerebral challenges.
- Team path - Indy partners with Sophia to solve the puzzles as a team. In actuality,
the puzzles are only marginally easier than those in the Brains path. I found this path to
be the most enjoyable, and most in keeping with the spirit of an Indiana Jones film as he
works
through his adventure with a female companion (I'll leave it to you to decide whether
Sophia
actually qualifies as a 'love interest' :-)
Since this is one of the first walkthroughs I've ever done for a DOS game, I'm going to
take
a slight detour before my ubiquitous Tips and Conventions section, and show you
how
to get this game running properly in Windows XP or Vista (or Mac OS X or Linux, et. al.)
using
either ScummVM or DOSBox. Note up front: the ScummVM approach for this particular game
is much
simpler than the DOSBox route, but I realise there are dedicated fans of each, and
so...
ScummVM set-up If you don't already have it, you can download
the latest version of ScummVM from here:
http://www.scummvm.org/downloads.php
The following instructions will assume you're running on a Windows platform. If so, then
just
double-click on the .exe file you downloaded to install ScummVM. I recommend installing
to
C:ScummVM (not case sensitive).
Next, you need to create a folder to put your saved games in. You will also need to launch
ScummVM from this folder, so that your saved games always go in the same place. So in Windows
Explorer, create a folder called:
C:fate
In this folder, I also recommend creating a batch file to run ScummVM. The main reason
for
doing this is that the command line you will use to run the game in ScummVM is quite
hairy,
and you don't want to have to type it in every time you want to play. So... open Notepad,
or
whatever your favourite text editor is, and copy and paste the following command line
right
into it:
c:scummvmscummvm.exe -f -g hq2x --aspect-ratio -n -pD:atlantis atlantis
(the above assumes that you installed ScummVM to the place I recommended, and that your
physical
CD-ROM dive letter is D. Adjust accordingly if otherwise. The '-g hq2x' and '--aspect-ratio
' parameters are graphics settings that blend all the otherwise blocky pixels together nicely
on today's larger monitors. The '-n' instructs ScummVM to display subtitles for the voices)
Save that command line (Save As...) to this file:
C:fatefoa.bat
Then, to run Fate of Atlantis right off the CD, just open a Command Prompt via:
Start > All Programs >Accessories > Command Prompt
Change to the 'fate' folder via:
cd fate
And finally, run the batch file you just created by entering:
foa
That's basically it :-)
DOSBox set-up The reason this set-up is more complicated
than
ScummVM's is twofold:
- You have to edit a configuration file.
- Whereas Fate of Atlantis ran smoothly
right
off the CD in ScummVM, this was not the case for DOSBox, where the sound kept getting
cut off
halfway through what a character was saying as the CD was spinning up/down. Wound
up fixing
this by creating an ISO image of the CD on my hard drive.
Anyway, if you don't already have DOSBox installed on your PC, or if you have a previous
version,
I recommend obtaining the latest version which is DOSBox 0.70 at the time of writing.
It has
some nice settings that automatically determine the value of the cycles= parameter
that is
appropriate for a particular game according to your PC's processor speed (those of
you using
previous versions of DOSBox know what I'm talking about).
You can obtain the latest version of DOSBox here:
http://dosbox.sourceforge.net/download.php?main=1
Get the Win32 installer, and just double-click on the downloaded .exe file to install.
I recommend
installing to C:DOSBox-0.70 (not case sensitive). Then go to where you installed
it to, and
use a text editor like Notepad to edit the dosbox.conf file and save it. First,
change the
following two parameters:
fullscreen=true (false by default) . . . cycles=max (auto by default)
I also recommend changing the following parameters that determine how the 300 x 200 graphics
of yore are anti-aliased for today's larger displays:
aspect=true (default is false) scaler=supereagle (default is normal2x)
Then at the very bottom of the file, replace the empty [autoexec] section with the following:
[autoexec] # Lines in this section will be run at startup. mount D D: -t cdrom
-usecd
0 -ioctl mount C C: C:
It's a real good idea just to copy and paste those lines right out of this document and
into
the file. Computers get a bit confused when you replace zeroes with ohs, etc. :-)
Note that my CD-ROM drive's physical letter is D. If yours is E or F, then replace those
two
letters in the cdrom mount command accordingly.
Now you can bring up a Command Prompt via:
Start > All Programs > Accessories > Command Prompt
And start up DOSBox by changing to the folder you installed it to, like:
cd dosbox-0.70
And then entering:
dosbox
When DOSBox comes up, change to your CD drive by entering:
d:
(or whatever your CD drive letter is). Then enter:
atlantis
If the voices keep getting cut off when your CD drive spins up/down, then I'm afraid you'll
need to create an ISO image of the CD like I did, and store it on your hard drive. One of
the
simplest tools for this purpose is ISO Recorder, which you can download here:
http://isorecorder.alexfeinman.com/isorecorder.htm
Make sure you get the version that corresponds to your XP service pack. Then just double-click
on the .msi file you downloaded to install it. Since ISO Recorder is a DLL, you must register
it before use. To do this, open a Command Prompt, change to the folder you installed ISO
Recorder
to, like:
cd isorecorder
And run the following commands:
regsvr32 isorecorder.dll imapihelper -Service
Now, in Windows Explorer, right-click on your CD drive (with the Fate of Atlantis CD in
the
drive, of course), and choose the 'Create image from CD' option from the menu (you see
that
ISO Recorder put some new options on your Windows Explorer right-click context menu
:-)
I put the ensuing atlantis.iso image file in C:FATE, which is where the game puts your
saved
games by default.
Finally, you need to edit your dosbox.conf file to mount the game's ISO image. Edit the
[autoexec]
section so that it looks like this:
[autoexec] # Lines in this section will be run at startup. # mount D D: -t cdrom
-usecd
0 -ioctl imgmount H "C:FATEatlantis.iso" -t iso mount C C: C:
Note: you need to comment out your existing CD drive mount command like I did if the drive
letters are not contiguous. DOSBox doesn't like it otherwise. Also, that's where I put atlantis.iso.
You may have put it elsewhere, so adjust accordingly.
Then start up DOSBox, switch to the drive you mapped the image to, like:
h:
Then run the game via:
atlantis
Huzzah! The F1 key brings up the save/restore/quit screen. Ctrl+T for subtitles.
Tips and conventions Firstly, this guide is written in English
as practised in Ireland. So no, those are not spelling errors. It really is 'colourful' where
I live ;-)
While Fate of Atlantis is technically point and click, you still have to construct
primitive
sentences using the verb list at the bottom left of the screen to get your character
to do
anything useful. Throughout the walkthrough, I'll be highlighting the correct sentences
to
use in each situation like this: Open door.
Whenever Indy or Sophia acquire a new object in inventory, use Look at on the object
as soon as you get an opportunity to do so. Sometimes you will get a clue as to how the object
may be used.
Remember that you can combine certain objects (even if both objects are in your inventory)
like this: Use brush with paint.
I have recommended certain conversation choices to steer you along the various paths in
the
game. These choices may not always be the quickest way to your ends, but by and large
they
are. Sometimes it doesn't matter which choice Indy makes, the outcome is the same. Other
times
only one of the choices in a rather long conversation is the only one that matters.
I'll try
to flag these situations where possible. In any case, it's fun to experiment...
which is why
saving your game often is very important! You can even save in the middle of
a conversation.
Speaking of which, it's good practice in adventure games to save often, to avoid extensive
backtracking (or even having to start over) if you make a mistake. There are many save game
slots available in both the ScummVM and DOSBox versions of the game. Make good use of them!
The F5 key brings up the save/restore/quit screen (also the F1 key in DOSBox).
In ScummVM, you can select combinations of speech and/or subtitles from the F5 menu. In
DOSBox,
you need to use Ctrl+T to cycle through the choices.
In one path through the game, you'll need to fight a lot of opponents. I found that most
fights
could be won easily enough using just the mouse, but you can get a more flexible fighting
interface
by hitting the F key at any time to turn on keyboard fighting. In this mode, you
can punch
and block on three levels using the keys on the numeric keypad:
7 (punch high), 8 (block high), 9 (step back) 4 (punch middle), 5 (block middle), 6
(step
back) 1 (punch low), 2 (block low), 3 (step back)
Walkthrough We begin on a single path. But when the time
comes
for the player to decide which path to follow through the middle part of the game,
the walkthrough
will feature independent sections for each path since they differ considerably...
Fate of Atlantis starts off with some interactive
credits. Quite simple to blunder your way through, but hey, this is a walkthrough so...
Begin by examining the peculiar statue to the left. Indy falls through the trapdoor
onto the floor below. Click on the rope here, and it's on to the next floor, literally.
Here you examine the books on statues on the left-hand wall to be projected through
the floor into the next room. One of the cat figurines here is a real cat, causing
Indy
to blunder down a coal chute into the furnace room. You can access the three lockers
here in
any order you like. It's always the third one you open that produces the horned
statue,
which you should pick up. Indy then walks over to his office to meet his mentor,
Marcus, and
a Mr. Smith. In the ensuing fracas, Smith escapes through the window to a getaway
car with
the statue and a mysterious small bead that was recovered from it. Turns out that
'Smith' is
actually a Nazi agent by the name of Klaus Kerner. Hmm. You then wind up in New
York to look
up your old friend Sophia Hapgood, who is a former archaeology colleague turned
mystic, of
all things.
As soon as you get control of Indy again, I recommend
saving your game. In case you might do anything wrong, like :-) Then Pick up newspaper
from the stand there. Walk around to the back of the theatre, and you have some different
options
to choose from regards gaining entrance:
- You can make your way to the fire escape by pushing away crates that block your
path.
- If you instead choose to Open back door, your path will be blocked by Biff,
the
doorman. You can use the following non-confrontational dialogue path to gain entrance:
"I'm here to enjoy Madame's outrageous orations." "Of course not. Madame Sophia's a
serious
thinker." "No kidding, I think she's the greatest." "...yeah, she's very
smart."
"...the way she makes things so easy to understand?"
- Or, you can pick a fight with Biff via:
"Let me in, you Darwinian nightmare." "What do you think?" "Why should I, you fat
tub
of lard?"
No matter how you got in, you wind up backstage where Sophia is performing. Keep talking
to
the stagehand (being interrupted a few times by Sophia's presentation) until you get the
following
dialogue options:
"Isn't there something you'd rather be doing?" "Don't you ever read?" "What if
I give
you something to read?"
Then Give newspaper to stagehand. He wanders off. Now push the left and right-hand
levers
on the apparatus (the lights turn green), and finally the button. You wreck Sophia's
presentation,
but at least that gets her attention, and you are invited back to her room
to discuss old times.
It doesn't matter which dialogue options you choose here. You and Sophia
wind up in Iceland
regardless, in search of Plato's Lost Dialogue.
Click on the cave entrance there to Walk to old
dig
site. Then Talk to Dr. Bjorn Heimdall. It doesn't matter much which dialogue choices
you
pick, as long as you mention Plato's Lost Dialogue at some point. In the end you will
come
away with two important names and locations (which were very difficult to make out from
Heimdall's
broken English. The subtitles really helped here):
A Dr. Costa, located in the Azores. A Dr. Sternhart, located in Tikal, Central America.
Once outside again, Use truck to head for the airport, and go to THE AZORES using the map.
Use Open door to have Indy knock on the
door.
Dr. Costa answers, but Indy can get nowhere with him. So turn control over to Sophia
via Talk
to Sophia, and:
"Here, you talk to the man!"
You learn that Costa will only trade information for a rare Atlantean artefact. And no
way
will Sophia part with her necklace. So we need to find such an artefact then. Use
car
to return to the airport, and head for TIKAL on the map.
Go into the jungle. Sophia elects to stay behind. There
are six dark jungle paths here. Keep going through them until Indy winds up at a tree near
a crevasse with a snake wrapped around it. And you know how Indy feels about snakes! So head
back into the jungle. Keep on getting just close enough to the jungle rodent to Use whip
with jungle rodent. Your goal is to get him into the entrance to that led Indy to the
snake.
Once you use the whip on him there, you drive him to the snake and it's good riddance
to both
of them!
Now you can Use tree to get over the crevasse and... hey, Sophia found another way
to
get there by going around the jungle (don't worry. That option was not available to Indy.
You
had to do it the hard way). Attempting to Pick up kerosene lamp from the trinkets
stand
is a good way to start here. Dr. Charles Sternhart comes running out of the temple
to accost
you. Noting that the parrot sitting in a tree by the crevasse repeats everything,
here is one
of the quickest ways to get what you need from Sternhart. Basically, you have
to convince him
that you really are an archaeologist before he'll let you into the temple:
"What can you tell us about the temple?" "Can we take a look inside?" "I'm Dr.
Indiana
Jones, is that scholarly enough?" "I'd really like to explore the temple."
"I don't
know the title."
Sternhart then breaks off the conversation and walks away in a huff. Now Talk to parrot,
and:
"Title?"
You learn that the proper title of Plato's Lost Dialogue is The Hermocrates. Try to Walk
to temple, and that brings Sternhart out again. Just Talk to Sternhart, then:
"About exploring the temple..." "The Hermocrates."
And Sternhart will let you into the temple. Now you need a particular object before you
can
proceed much further. So Talk to Sophia, and:
"Could you talk to Sternhart and keep him occupied?"
Then head back outside and Pick up kerosene lamp. Go back to the temple, and Look
at
spiral design (the one in the very centre of the screen). Indy comments "This one looks
different,
more deeply etched." Now Open kerosene lamp, and Use opened kerosene
lamp with spiral
design. Finally, Pick up spiral design, and Use spiral design
with animal head.
It fits perfectly, and now you can see that the animal head is meant
to represent an elephant.
Pull elephant's nose results in a panel sliding up to reveal
a tomb. Sternhart makes
off through a secret door with a stone artefact from the tomb, but
he missed something in his
haste! Pick up shiny bead from the corpse's hand, and you
have another orichalcum bead.
Now head outside, take the path around the jungle, Use truck to go to the airport,
and
head back to ICELAND on the map.
Poor Heimdall froze to death in his efforts to hack
the
eel figurine from the ice, but he at least exposed the head. So Use orichalcum in
exposed
eel head, then Pick up eel figurine, and I believe we finally have something
that
our dear friend Dr. Costa would be interested in trading information for.
It's OK if Indy talks to Costa this time, once
he has
the eel figurine:
"Let's talk about a trade." "I'm offering this mysterious eel figurine."
Costa accepts this artefact and... some randomness figures in from game to game. Listen
carefully,
because Costa will name one of five possible collections where he thinks the Lost
Dialogue
may be located in (and there may be more. These are the ones I encountered while
writing the
walkthrough):
Ashkenazy, Dunlop, Pierce, Sprague, or Ward
In any case, all of these are located at Indy's home base: Barnett College. After a lengthy
cut scene involving Kerner and Dr. Ubermann, Indy and Sophia wind up back there.
Not only is the collection named by Costa
randomly
selected, but to make matters worse, the collection is also randomly associated
with one of
three objects:
- A dusty old chest behind a big crate in the top room. Push big crate, then
Look at dusty old chest to see if this is the collection you're looking for.
- The
tipped-over bookcase, part of the mayhem Indy caused during the title sequence. Look at
tipped-over bookcase to see if this is the collection Costa told you about.
- A cat
figurine
in the room above the furnace, which can only be accessed via the coal chute. Look
at school
desk (next to the tipped-over bookcase), then Pick up gum. In the furnace
room,
Use gum with coal chute, then Indy can Walk to coal chute to go up it.
Look
at cat figurine (any of them), to see if this is the correct collection.
Once you have identified the object that belongs to the correct collection, here is how
you
go about retrieving Plato's Lost Dialogue...
Head straight for Indy's office across the street. Open ice box, then Pick up jar.
Indy comments that though it's supposed to be mayonnaise, it has the consistency of used
motor
oil. Head back to the other building, and take the stairs up. Then Use rope
to go to
the top floor. Use jar of mayonnaise with totem pole to lubricate the bottom
of the
totem pole, then keep pulling it until it is underneath the hole in the ceiling. Use
totem
pole to get to the attic. Open urn, then Pick up ashes to retrieve
a dusty
key. Head back to the floor below and Use dusty key with dusty old chest to
get Plato's
Lost Dialogue.
Use rope to get to the next floor, then Pick up arrowhead (from the shelves
to
the right of the totem pole). Go back down the rope and Use arrowhead with screw
(there
are five screws in the back of the tipped-over bookcase). Ouch! That's the only screw
Indy
is going to undo without getting some protection. So go all the way down to the furnace
room
and Pick up dirty rag (on box near stairs). Use dirty rag with arrowhead
to obtain
a wrapped arrowhead, and now you can undo the remaining four screws, then Open
tipped-over
bookcase to get Plato's Lost Dialogue.
Just keep trying Pick up cat figurine until you get the one that's made of wax. Then
go back down the coal chute, Open furnace and Use wax cat with furnace. Easiest
way to get the Lost Dialogue, if you're that lucky.
Once you've obtained the Lost Dialogue, have a read of all the sections marked by paper
clips.
Hmm. It appears that Atlantis may be closer to Greece than anyone ever imagined,
due to an
apparent tenfold magnitude error that Hermocrates thinks Plato made in his calculations.
Then head back to your office across the street and speak to Sophia. No matter which dialogue
options you choose here, Sophia eventually winds up telling Indy's fortune, and you get to
choose one of three paths through the middle of the game accordingly, depending on how you
answer her question:
Brains path - "I'd rather think my way through." (or any mention of the word 'wits')
Brawn path - "So it'll be rough. That's the way I like it." (or any mention of the
word
'action')
Team path - "I'd rather tackle this together with you."
The paths are documented separately below.
From the Lost Dialogue, you also glean that in order to get to Atlantis, three stone disks
must be located and used in a certain way. This aspect of the game is common to all three
paths.
You will recall that Kerner stole one of the disks from Sophia's room at the theatre,
and Sternhart
made away with another one from the jungle tomb...
Brains path You chose the toughest puzzles. Begin by heading
for MONTE CARLO on the map.
Before you do anything else here, save your game.
It is possible to get the game into a state where Trottier will no longer talk to you if
you
make enough mistakes! Then, when a man with grey hair dressed in a brown suit comes out
of
the hotel, Talk to him:
"Are you Alain Trottier?" "I'm Dr. Indiana Jones of Barnett College." "Actually,
I'm
just a simple professor." "I've heard you deal in Atlantean artifacts."
He'll then ask you a question related to the Lost Dialogue, which you must answer correctly
in order to proceed. You did read all those sections marked with paper clips like I told
you
to do, right? If you answer the question correctly, you'll wind up with Trottier's business
card. Then Use taxi there, and head for ALGIERS on the map.
Go two screens to the left, then Walk to back alley
(northwest part of the screen). Give business card to storekeeper. He knows of Trottier,
but:
"You mean you aren't Omar?" "Can you arrange a meeting with Mr. Al-Jabbar?"
Omar's servant heads off. Exit the shop, and then Walk to city streets to your left.
Now... you'd think that the red square you see walking around the streets is the servant,
but
it's not. Wait till the red square is in the area of the market, then quickly click on
'market'
to go there yourself. You should see a 'man with red fez' standing somewhere in
the market
square. Save your game before speaking to him, because if you make a mistake he
walks off and
you have to start all over again! Then:
"Nice fez." "It's better than a sharp stick in the eye." "It's kind of festive."
"I am a little frustrated." "Say, thank you."
And you now have the fez. Go back to the shop and Give bright red fez to servant.
Paul
won't take the fez immediately. You have to convince him that he needs it. So save your
game
right here before trying any of the lines, as I believe the answer is random from game
to game.
When you find the correct line, he will take the fez.
Now when you instruct him to ask Omar for a meeting again, you can follow him. You may
have
to do this more than once, because when he disappears you have to be in the immediate
vicinity
to see which house he ducked into. But you only need to see where he disappears
once, because
it's always the same place and you can camp out there for next time. Then click
on Omar's house
to enter. Omar sends his servant to fetch the police, and you can try speaking
with him, but
this doesn't do you any good. So... Walk to closet (by the front door),
and Omar follows
you in. Then Close closet door to trap Omar. Pick up pole
(in the barrel), then
Use bamboo stick with hanging cloth to get Omar's map. Use
camel (the one you
see through the window), and you're out on the desert.
You have to try avoiding 'trouble' in the form of immigration agents (or something to that
effect) on camels, and head for a nomad camp. If one of them manages to stop you, then you
get sent back to the city and have to start all over again. Once you've visited at least
three
nomad camps, being sure to ask about the Nazi's activities, and also showing the nomad
your
map, a big red X should appear on the map. Once you arrive at the X, Walk to dig
site
(to your left).
Use ladder (that you see in the distance)
to have
Indy climb down into the dig site. A very dark place. You can't really see down here
(the Look
at icon has been replaced by Touch), but you can grope around and Pick up long,
tubular
thing. Also Pick up clay thing (Indy finds an orichalcum bead in the clay
jar).
Then return to the truck. Open gas tank, then Use hose with gas tank.
Finally,
Use clay jar with end of hose to obtain a gas-filled jar. Now head back down
the ladder,
find the 'metal thing', then Open metal cap. Next, Use gas-filled jar
with gas filler
pipe to fill what can only be a generator with the petrol you collected
from the truck.
Then Use little metal thing (a switch) to turn on the generator, and
we have lights
:-)
Walk to the left of the screen, and Push painting of round object to reveal a secret
opening below. Pick up statue from this opening, and Indy comments that it's just
like
the one Kerner stole from you. Next, Pick up ship rib, and Open generator.
Then
Use button to turn off generator. Pick up ceramic thing to obtain a spark
plug.
Use ladder to head back outside. On the truck, Open hood and Look
at engine.
Indy comments that it's missing a spark plug and the battery. So Use spark
plug with engine,
then Use orichalcum in statue to energise the statue. Finally,
Use statue with spark
plugs to start the engine.
Now Open door and Pick up piece of paper. It's a telegram from Dr, Ubermann
to
Kerner. It says:
"Achtung Kerner: Trap is set in Monte Carlo for Trottier STOP Bait is séance with Madame
Sophia
STOP Need you here soonest STOP"
Guess it's time to tidy up and head there. Close hood, then Pick up hose,
followed
by Close gas tank and then Use truck. Go to MONTE CARLO on the map.
Talk to Alain Trottier when he comes out
of
the hotel. You need to go through all three main topics with him (this takes two more
conversation
attempts, because he walks away after each one). Finally, when you're on the
third topic, Nazi
agents will come and kidnap him. Indy pursues them in another car. This
is a bit difficult,
but the red car is the one with the Nazis and Trottier, and you have
to collide with it.
They leave Trottier at the scene of the accident, and you can Talk to him then.
Eventually,
he'll give you the address of the intersection where he threw the Sunstone out
of the car window.
As with most things of this nature in Fate of Atlantis, I believe
the particular intersection
is random, and differs from game to game. So you'll just have
to keep looking at street signs
until you converge on the correct location. At least Trottier
wrote it down on the back of
the telegram for you! Your task is made even more difficult
by the fact that a street sign
may not be present at the named intersection. So just find
one of the roads that Trottier mentioned,
and keep looking in the drains of every intersection
along that road. Then Open drain
once Indy spots something, and you'll have found
the Sunstone. Once you have it, remember that
Trottier thinks the entrance to the Lesser
Colony is on the island of Thera. So make your way
back to the hotel, Use taxi, and
head for THERA on the map.
Pick up fish net that's hanging from the little
shop,
then try to Pick up very large basket. The port authority guy won't let you
take it,
but says he'll trade it for a souvenir from an archaeological dig site up in the
mountains.
So... Walk to path away from dock, and there's a gap, a notch, and a cleft
up there
if you look carefully at the mountain in the distance. Investigate each one until
you find
a place with an entrance, and head in there. Once you get to the room with the doorway
that's
been sealed up, you'll hear a rumble. Pick up entrenching tool and head back
to the
entrance. Oh no, it's caved in. Open entrenching tool, and Sophia has hidden
a note
in there! She's been kidnapped. Use the entrenching tool to dig your way out, and
you see a
cut scene with Kerner and Ubermann preparing to make off with Sophia in a u-boat.
Head back
to the dock yourself.
Now we need to find a way out of here. Look at crate near the port authority guy.
Hey,
there's a hot air balloon bladder in there. But he'll only let you have it if you can
show
him the invoice for it. OK, so head back up to the dig site, and Close crate.
Hey presto,
Pick up invoice (for an observational balloon bladder, of course :-) Now
obviously,
the very large basket down there at the dock is going to have to be our makeshift
balloon basket.
But we need some kind of archaeological artefact to trade for it... so head
back into the room
where you picked up the entrenching tool and Close door. A panel
opens up, exposing
a peg to the right of the door. Use Sunstone with peg, then Look
at Sunstone.
You'll note various depictions of the sun on the edge of the stone. You
need to align the correct
one with the tall horns at the top, and guess what? Yep. Which
symbol varies from game to game.
So let's consult the Lost Dialogue, and if it says, for
example:
"At many outposts a Sunstone sufficed, if hot sunlight bathed the tall horns."
Then you would rotate the disk until the 'noon sun' is under the tall horns. You get the
idea.
Once you have the symbol that matches the description in your copy of the Lost Dialogue
positioned
under the tall horns, clicking on the spindle now produces an audible 'klik'.
Open door,
and Pick up carved sign. Then Close door, and Pick up
Sunstone. Head back
to the dock once more and try to Pick up very large basket.
Now you get the dialogue
option to trade the carved sign you just found for the basket. Then
Give invoice to port
authority to claim your balloon. Open crate, and Pick
up large rubber balloon.
Now I think we have all the makings of our hot air balloon,
and we just need some hot air.
Up to the dig site once again, and assemble the balloon via:
Use fish net with large rubber
balloon. Then Use netted balloon with very large
basket. Finally, Use hose with
deflated balloon rig, then use that ensemble with
the gas vent there and... we're up and
away!
Well... the trick here is that you have to cruise around (using occasional clicks on either
on Vent hydrogen or Drop ballast to change direction. Hitting an edge of the
playing area also gives you a nudge in a new direction) until you finally see a u-boat sailing
around below you. Position over the u-boat, then use Vent hydrogen many times in rapid
succession to spiral down to it, and...
A guard on the u-boat spots Indy's balloon as in comes
in for a landing, but Indy boards and beats the guy up behind the conning tower. Good time
to save your game. Open hatch (to the right of the life preserver) and climb into
the
sub. Now Walk to lower deck, and head over to the right past the head. Pick
up clothesline.
Head back to the ladder and Talk to guard. He'd like to go for
lunch, but won't leave
his post unless instructed to by Kerner himself. Hmm. Keep heading
left into the galley, Pick
up bread and Pick up cold cuts. Then Use some
cold cuts with two slices of bread
to produce a submarine sandwich (worthy of Dagwood
Bumstead, no less). Now walk back to the
guard, and Give submarine sandwich to guard.
He won't take yours, but Indy suggests
that he goes to make his own and will cover for him
while he's gone. Once he leaves, walk left
a bit and Open lockers, then Pick up
Moonstone and Pick up torpedo instructions.
Then Close lockers. Once you
do that, the u-boat changes course and heads for Knossos.
Kerner and Ubermann disembark with
Sophia, and you can't get past the guard that's posted outside.
So we need to find another
way off the u-boat...
Talk to sailor near the aft torpedo tubes, and you discover that someone was messing
with the torpedo control panel and has left some wires exposed. He's afraid that a fire might
start. Right then! Go all the way forward where some sailors are being reprimanded and Pick
up oily rag. Then go all the way aft and Use oily rag with wires. Now Use torpedo
instructions with control panel, and Push launch lever. Everyone rushes aft to
investigate
the fire you started, and Indy sneaks forward. Go all the way forward again and
Open torpedo
tube, then Use torpedo instructions with control panel. Now Use
clothesline with
launch lever, and Walk to torpedo tube (Indy automatically goes
to change gear in
the head). Get in the torpedo tube once more, then Pull clothesline
to launch Indy ashore!
Walk up to the platform and Use Sunstone with stone
pedestal. Then Use Moonstone with Sunstone, and... remember that the instructions
for aligning the stones vary from game to game. So let's have a look a the Lost Dialogue
again,
shall we? And if it says, for example:
"At the Greater Colony a Moonstone was also needed, with darkest night healed by the full
moon."
Then you would align the correct depiction of the sun with the tall horns as you did earlier,
and the full moon with wherever darkness was. So Use Moonstone, and align the two
disks
according to what it says in your copy of the Lost Dialogue. Click on the spindle in
the middle
of this arrangement and a secret door opens... then Walk to secret entrance.
Pick up two of the statue heads from the shelf where you arrive, then head through the
doorway.
Use whip with statue head in the next room to get the third one. The gate
closes, but
you won't be going back there again. OK... so now we're in a maze, but not to
fear. We can
get you through this with a minimum of fuss, and if you get lost there's no
problem. You can't
die, and you can always find your way back to a familiar place. So without
further ado...
Go up the stairs, then head through the doorway to the left. Notice another gate blocking
a
doorway at the bottom of the stairs. But don't worry about that yet.
Instead, go through the doorway to the left of the one you just came through. There's a
statue
in this room atop a set of stairs, and also what looks like a pressure plate. Use
whip with
statue head to knock the head onto the plate, then join it. Down you go!
Sternhart's body lies at the bottom of the lift. Pick up staff, then Pick up
stone
disk (at Sternhart's feet. It's the Worldstone!). Pick up wool scarf (a
rubber comb
comes with it), and Look at note. It says:
"I am convinced the Map Room is somewhere among the upper chambers. I believe that static
electricity
will respond to orichalcum...but since I'm trapped down here, I'm not sure I
have all the pieces
for a makeshift detector or not."
Now Look at waterfall, and Indy notices a chain hidden behind it. Use chain
to
climb up the waterfall. Now carefully click on the steps below the statue, then head for
the
left doorway again (in this manner, you avoid stepping on the lift, which will take you
down
again). Use the three statue heads on the shelf there to open the gate. Go through this
doorway,
through the doorway at the top of the stairs, through one more doorway, and you
come to the
top of another lift ensemble. Use staff with chock to free the counterweight.
Head back
down the stairs, take the door to the right of the stairs this time, through another
room,
and you arrive at the bottom of the lift shaft where there is a big stone head. Use
staff
with statue's mouth to activate the lift, and up we go!
Pick up gold box, and Indy finds two more orichalcum beads underneath it. Now Open
gold box to take out the two beads. Next, Use hard rubber comb with clothesline
to tie it to the comb. Finally, Use wool scarf with comb on a string to charge it.
I
believe we now have a makeshift orichalcum detector like the one Sternhart referred to
in his
note :-) Sure enough, if you now Use charged comb on a string, it points at
the two
beads Indy is carrying. Anyway, we don't need to detect anything for the moment,
so enter the
room to the north here. Hmm. Looks like an Atlantean drilling machine. Use
statue in open
hatch, then Use orichalcum in statue (in hatch). The 'microtaur'
machine starts
up and bores a hole in the wall. So Walk to hole and... we've found
the Map Room!
Time for another look at the Lost Dialogue, me thinks. You know the drill by now. Use your
copy of the Lost Dialogue to figure out which image on the Worldstone to line up with on
the
Moonstone. Then place all three disks on the spindle, and align them properly. Click
on the
spindle to open a door in the wall.
Head through this door, and... you come to a room with a waterfall. Walk behind the waterfall,
and continue into the next room. Looks like you're at a dead end, with just a pile of bones
here. But... Use wool scarf with comb on a string then Use charged comb on a string,
and your makeshift orichalcum detector points straight down at the pile of bones. Look
at
some bones and Indy finds two more orichalcum beads there. Now return to the room
with
the waterfall that you just came through, make sure all your orichalcum beads are in
the closed
gold box, and fire up the detector. It points back at the wall to the left of
the waterfall.
Use entrenchment tool with wall to reveal a hidden door, and go through
it. Pick
up bead on the floor there, and Use orichalcum in mouth (of the subway
car). Indy
boards the subway as it starts up, and thus ends the Brains path as you
wind up at an
airlock that is the entrance to Atlantis. The walkthrough resumes at the Atlantis
section
below.
Brawn path You elect to get through the middle part of the
game
using your fists. I found that just left-clicking on an opponent as quickly as possible
usually
dispatched them in short order. A bit boring, really. So you can select the keyboard
fighting
interface by hitting F at any time to make the fighting a little more interesting.
Anyway... head for MONTE CARLO on the map.
Before you do anything else here, save your game.
It is possible to get the game into a state where Trottier will no longer talk to you if
you
make enough mistakes! Then, when a man with grey hair dressed in a brown suit comes out
of
the hotel, Talk to him:
"Are you Alain Trottier?" "I'm Dr. Indiana Jones of Barnett College." "Actually,
I'm
just a simple professor." "I've heard you deal in Atlantean artifacts."
He'll then ask you a question related to the Lost Dialogue, which you must answer correctly
in order to proceed. You did read all those sections marked with paper clips like I told
you
to do, right? If you answer the question correctly, you'll wind up with Trottier's business
card. Then hail the taxi there, and head for ALGIERS on the map.
Go two screens to the left, then Walk to back alley
(northwest part of the screen). Give business card to storekeeper. He knows of Trottier,
but:
"You mean you aren't Omar?" "Can you arrange a meeting with Mr. Al-Jabbar?"
Paul heads off. Exit the shop, and then Walk to city streets to your left. Paul
appears
as a red square in the bustling crowd. Observe the red square closely, and when it
disappears,
you will find know the approximate vicinity of Omar's house. Return to the shop
and get Paul
to go out on the streets once again. This time, wait in the area where he disappeared
last
time, and you will see him ducking into Omar's house. Don't worry, you can do this as
many
times as you like if you miss on the first attempt.
Once in Omar's house, Indy eavesdrops on the conversation between Omar and the Nazi agent.
Then advance to the left to get the agent's attention, and beat him senseless. Agree to take
care of the Nazis at Omar's dig site. Omar is grateful, alludes to giving you a map and the
use of his camel, then promptly exits. Hey, wait a minute. He didn't give you any map! So...
Pick up pole (in the barrel), then Use bamboo stick with hanging cloth to get
Omar's map. Use camel (the one you see through the window), and you're out on the
desert.
You have to try avoiding the trucks with Nazi agents, and head for a nomad camp. Once you've
visited at least three nomad camps, being sure to ask about the Nazi's activities, and also
showing them your map, a big red X should appear on the map. Once you arrive at the X, Walk
to dig site (to your left).
Use ladder (that you see in the distance).
It's
dark in here, so you'll have to grope around and use your sense of touch to find things.
If
you Touch metal thing in the bottom centre of the screen, Indy thinks it's a portable
generator. Touch little metal thing to discover a switch, and then Use switch?
to turn on the generator and get some light! Walk to the left of the screen, and Push
painting
of round object to reveal a secret opening below. Pick up stone disk
from this opening,
and you now have a Sunstone. Then Pick up ship rib, and Pick
up clay jar (Indy
finds an orichalcum bead in it). Also Pick up wooden peg from
the table. Now Use
ship rib on crumbling wall (to right of table) to reveal a mural.
Use wooden peg with
mural, then Use Sunstone with peg in hole, and Look
at stone disk. You'll
note various depictions of the sun on the edge of the stone. You
need to align the correct
one with the tall horns at the top, and guess what? Yep. Which
symbol varies from game to game.
So let's consult the Lost Dialogue, and if it says, for
example:
"At many outposts a Sunstone sufficed, if hot sunlight bathed the tall horns."
Then you would rotate the disk until the 'noon sun' is under the tall horns. You get the
idea.
Once you have the symbol that matches the description in your copy of the Lost Dialogue
positioned
under the tall horns, clicking on the spindle now produces an audible 'klik',
and a secret
door in the wall opens. Walk to secret door, and Indy digs his way out
near the truck.
But a Nazi guard approaches you then, and accosts you for digging an unauthorised
hole:
"I was just following Kerner's orders."
Then Use whip with Gun-Toting Nazi to dispose of the gun, and beat the guy up. Once
you've done that, Use rope ladder (on left side of screen) to... climb into a balloon!
I believe all you need do here is drift up to the very top of the screen (where the city/coast
is), and a final updraft carries Indy all the way to Crete :-)
Walk to path (top left of screen), and you wind
up
at some ruins. Head up the steps, over the bridge, and all the way to the left to Pick
up
surveyor's instrument. Now head back over the bridge, down the steps, and go into
every
entrance you can find until you walk into a room with a mural on the wall. Look
at mural.
Hmm. Seems as if we might have a good use for that transit.
You now need to find two piles of stones in reasonable proximity to each other, that can
be
used to sight around the tall horns like you saw in the mural. Unfortunately, exactly
which
piles of stones varies from game to game. When you Look at stones and it's one
of the
correct piles, Indy comments that they seem loose. Then Push stones to reveal
a statue,
and Use transit with statue to anchor the transit. Then Use transit on
statue
to have Indy look through the eyepiece. Rotate the crosshairs until they line
up on the edge
of the right-hand horn of the tall horns (if it's the bull's tail statue you're
using), or
the left-hand horn (for bull's head), then click on the crosshairs. Indy pulls
out of the view
and draws an imaginary line into the distance. Now do the same thing with
the other pile of
stones. Indy draws another imaginary line and you now have a yellow 'X
marks the spot' that
you can walk over to, and Use ship rib with X marks the spot
to dig up a... Moonstone!
Now head back to where you came down in the balloon, and keep going till you come to a
large
platform with a stone pedestal in the centre. You will remember that the instructions
for aligning
the stones vary from game to game. So let's have a look a the Lost Dialogue
again, shall we?
And if it says, for example:
"At the Greater Colony a Moonstone was also needed, with darkest night healed by the full
moon."
Then you would align the correct depiction of the sun with the tall horns as you did earlier,
and the full moon with wherever darkness was. So Use Sunstone with stone pedestal,
then
Use Moonstone with Sunstone. Then Use Moonstone, and align the two disks
according
to what it says in your copy of the Lost Dialogue. Click on the spindle in the
middle of this
arrangement and a secret door opens... another guard to get past here, then
Walk to secret
entrance.
Pick up two of the statue heads from the shelf where you arrive, then head through the
doorway.
Use whip with statue head in the next room to get the third one. The gate
closes, but
you won't be going back there again. OK... so now we're in a maze, but not to
fear. We can
get you through this with a minimum of fuss, and if you get lost there's no
problem. You can't
die, and you can always find your way back to a familiar place. So without
further ado...
Go up the stairs, then head through the doorway to the left. Notice another gate blocking
a
doorway at the bottom of the stairs. But don't worry about that yet. Instead, go through
the
doorway to the left of the one you just came through. There's a statue in this room atop
a
set of stairs, and also what looks like a pressure plate. Use whip with statue head
to knock the head onto the plate, then join it. Down you go!
Sternhart's body lies at the bottom of the lift. Pick up staff, and Look at note.
It says:
"I am convinced the Map Room lies beyond the chasm I couldn't cross. If only I weren't
trapped
down here..."
Now Look at waterfall, and Indy notices a chain hidden behind it. Use chain
to
climb up the waterfall. Now carefully click on the steps below the statue, then head for
the
left doorway again (in this manner, you avoid stepping on the lift, which will take you
down
again). Use the three statue heads on the shelf there to open the gate. Go through this
doorway,
through the doorway at the top of the stairs, through one more doorway, and you
come to the
top of another lift ensemble. Use staff with chock to free the counterweight.
Head back
down the stairs, take the door to the right of the stairs this time, through another
room,
and you arrive at the bottom of the lift shaft where there is a big stone head. Use
staff
with statue's mouth to activate the lift, and up we go!
Pick up gold box, and Indy finds another orichalcum bead underneath it. Now go all
the
way back to the door that you opened using the three stone heads. Go up the stairs there,
and
through the right-most of the two doorways. Then take the doorway to the right here.
You arrive
in a place with two piles of bones, and a doorway that is blocked by a massive
stone slab.
Push doorway a few times until the stone slab finally falls over.
There's a chasm through this doorway, but if you look up and Use whip with stone outcropping,
Indy gets over it. Go through the doorway to the north to overhear two guards up a passageway
talking about Sophia. Save your game, because these guards are much tougher to beat than
any
you have encountered so far! Now, Walk to slab, but the guard hears you and starts
down
the passageway, interrupting your little jaunt. Quickly, click just to the left of the
first
slab, and Indy will hide behind it. Then wait for the guard to stand in front of it,
and Push
slab. Bingo, one less guard. Good idea to save your game again, then walk
up the passageway.
I couldn't find any clever way past the second guard, Hanz. You can take
the dialogue choice
that lets you exit, and wait forever behind the second slab, but he never
comes down the passageway.
So, 'fraid you'll just have to keep restoring until you can best
him in a fight.
Once you've polished off Hanz, head up the stairs. Now... through the door all the way
to the
right is a really, really tough guard named Anton. I managed to defeat him on the
first go,
but there's an easier way to get rid of him. Go through the door second from the
right, defeat
the guard there, then get by another guard, and you come out above Anton. Push
hanging column
of rock to skewer poor Anton with a stalactite. Then Pick up stalactite,
and go
through the doorway behind him.
Ignore the yodelling for a moment, and head through the doorway all the way to the right.
Use
ship rib with boulder. Oops. It rolls back and lodges in the doorway, blocking
your retreat.
But no matter. Go talk to big Arnold below. You just need to feed him the title
of a drinking
song that he's happy with, and he will let you go. Return to the doorway that
you blocked with
a boulder (you're on the other side this time), and Use stalactite with
boulder. End
of Arnold. Go to where Arnold is pinned under the boulder and Look at
Arnold. You find
some orichalcum beads (you now have three in your possession) and an
amber fish on a string.
Now... if you Use amber fish on a string, it just points right at you (because it's
an orichalcum detector, get it?). So Open gold box, then Use orichalcum in opened
gold box, and finally Close opened gold box. Now when you Use amber fish on
a
string, it points straight downwards, and the pit on your right becomes a clickable
object.
Use whip with pit to... rescue Sophia (you detected the orichalcum residue
in her necklace)!
And as a bonus, she found the Worldstone that Sternhart was carrying down
there :-) Now head
through the doorway past Arnold to find a... large-scale replica of Atlantis!
Time for another look at the Lost Dialogue, me thinks. You know the drill by now. Use your
copy of the Lost Dialogue to figure out which image on the Worldstone to line up with on
the
Moonstone. Then place all three disks on the spindle, and align them properly. Click
on the
spindle to open a door in the wall.
Head through this door, and Look at stone pointer. Seems like you're headed for
the
isle of Thera next. So Walk to labyrinth exit and head for THERA on the map.
Might as well start with:
"Let's have a look around."
Then, Talk to captain. Hmm. Seems like he's willing to take you out on the water,
but
his diving suit has a hole in it. Head left onto the next screen, then Walk to path
away
from dock. When Sophia enquires where you are going, tell her you are searching
for Kerner.
When you get to the top of the mountain, there are three places you can go to
on the hillside
across from you: a cleft, a notch, and a gap. Try each one until you find
a truck. Pick
up tire repair kit from in front of the truck, and return to the dock.
Now have a look
at the Lost Dialogue, and try to determine both the direction and distance
to Atlantis, remembering
Plato's tenfold numbering error. So if the relevant passage in your
copy of the Lost Dialogue
looks like this:
"...so glorious Atlantis founded two colonies, the Lesser 350 miles northeast of the City
and
the Greater 460 miles away southwest."
Then we need to go 35 miles southwest (in the opposite direction of northeast. Remember,
we're
travelling from the Lesser colony to Atlantis, the 'City').
Then get the captain to take you out in the boat at that distance and direction. Once the
captain
gets you there, then Open storage locker and Use tire repair kit with punctured
diving
suit, and Use air-hose with repaired suit. Now, Use repaired diving
suit with
hose, and Indy climbs in. Up to Sophia to do the rest: Use air compressor
switch,
(save your game here!) then Use hoist with Indy in diving suit. Kerner
comes along in
a u-boat then, kidnaps Sophia, and cuts off Indy's air supply. But not to
worry, you have three
minutes in which to try the cave entrances until you find the correct
one. This is the end
of the Brawn path. The walkthrough picks up at the final Atlantis
section below.
Team path You ask Sophia to come with you, solving the puzzles
on the way to Atlantis as a team.
I recommend going to Algiers first, as it gives you more options once you get to Monte
Carlo.
So let's head for ALGIERS on the map then, shall we?
Walk to knife-thrower to get to the marketplace,
then keep walking to the left until you can Walk to back alley in the northwest. You
arrive at a shop. Pick up mask, then Talk to shopkeeper. If you ask him how
much
he wants for the mask, he'll let you have it for free as it's scaring away his customers.
You
are in fact speaking to Omar Al-Jabbar, but he's very cagey about things and won't even
tell
you his name unless you can produce one of the Atlantean stone disks. Head back to the
airport
now, and then to MONTE CARLO on the map.
Yourself and Sophia wind up outside a hotel. Sophia
heads inside, and suggests that Indy wait outside and try to find this Trottier person, then
lure him into a séance. Before you do anything else here, save your game. It is possible
to
get the game into a state where Trottier will no longer talk to you if you make enough
mistakes!
Then, when a man with grey hair dressed in a brown suit comes out of the hotel,
Talk to
him (and write down the gist of what Trottier says during the conversation.
You might need
this information in a short while):
"Are you Alain Trottier?" "I'm Dr. Indiana Jones of Barnett College." "Actually,
I'm
just a simple professor." "Madame Sophia is in town and wants to meet you."
(he'll then ask you a question related to the Lost Dialogue, which you must answer correctly
in order to proceed. You did read all those sections marked with paper clips like I told
you
to do, right?)
"Follow me, and Madame Sophia will read your fortune." "Come on, take a chance. She's
right
here in the hotel."
Trottier agrees to come along, and you both wind up in Sophia's room, with you talking
to Sophia.
There are two ways you can proceed here (the second way is more interesting, but
a bit annoying
as there is some randomness involved):
- "Keep him busy. I'm going to try something."
Sophia sits down with Trottier, who places a stone disk on the table. Now Indy should do
the
following: Open cabinet, and Pick up flashlight. Then Open fuse box,
and
Use circuit breaker. Now that the lights are out, Use bedspread, then Use
mask, then Use flashlight, and... Trottier is successfully scared off, and you
now
have the Sunstone.
- "Okay, Trottier's all yours."
"Nur-Ab-Sal demands proof of your sincere belief."
Trottier places a stone disk on the table. Answer his next three questions according to
what
he told Indy in the earlier conversation outside the hotel. Then when you need to guess
how
many fingers he's holding up behind his back, save the game right there. Keep reloading
and
guessing the same number until you get it right. Note: if you didn't answer his three
questions
correctly, no amount of reloading will help. In that case, start over from the
save just before
Indy talks to Trottier. And pay better attention to what Trottier is saying
this time :-)
Once you have guessed how many fingers Trottier is holding up, Sophia's next dialogue choice
should be:
"The path to Atlantis is too dangerous for you."
Trottier agrees, and gives you the Sunstone as a gift. Note: I thought the puzzle design
was
weak here. If Sophia answered all of Trottier's questions correctly, the game should
have let
you guess how many fingers Trottier was holding up on the first attempt, without
attempting
to reload.
Once you have obtained the Sunstone using either of these two methods, Indy should head
outside
and Use taxi. Then head for ALGIERS again on the map.
Make your way to Omar Al-Jabbar's shop. Once you've
shown
him the Sunstone, he'll tell you about an archaeological dig out in the desert that
he's sure
contains Atlantean artefacts. If you agree to search for the dig, he gives you
a crude map
and two camels... but nothing is ever that easy, is it? The camels die a mile
out of town,
and you wind up talking to Omar again. This time, he wants to atone himself
for sending you
out in to the desert like that. He'll offer to trade for the mask he let
you have earlier.
Just take the first item he offers, and go back to the market.
Attempt to trade this item with the grocer in the market for a squab-on-a-stick. The idea
here
is that the grocer only likes items of a certain colour. You need to keep going back
to Omar
and trading for items of different colours until you find the colour that the grocer
likes.
Then, go back to Omar and trade for items of only that colour until you find the exact
item
the grocer wants. Et voila, you are now the proud owner of a squab-on-a-stick. Go to
where
you first entered this scene, and Talk to beggar. You learn that he will give
you a
free gift if you givehim some food. So Give squab-on-a-stick to beggar. He gives
you
a balloon ticket in return.
Click on the top of the stairs in the northeast part of the screen here to Walk to roof.
Then Give balloon ticket to balloon man to show the one-day balloon pass the beggar
gave you, then Walk to hydrogen-filled balloon, and... hmm. The balloon vendor lets
out a bit of rope to give you a nice view of the area, but this is not exactly what we were
hoping for, is it? We'll need to find a way to cut that rope! So Talk to balloon vendor,
and he lets you down again.
Walk over to the area where the knife-thrower is standing, and Talk to Sophia. It
seems
there's nothing you can do to convince her to partake in the knife-thrower's act. But
if you
use these particular dialogue options:
"We won't get anywhere until you volunteer." "Please? It's perfectly safe."
Sophia will at least walk over next to the knife thrower and think about it. You then only
have a few moments of opportunity to Push Sophia, which causes her to stagger out
near
the knife-thrower's target and... she now has no choice but to participate. As a gift
for being
in the show, she gets a blood-stained knife. Just what you need! Save your game
first, then
take another trip in the observation balloon and Use blood-stained knife with
rope...
Now we have a little mini-game whereby we have to land on the dig site. Steer the balloon
using
a combination of gentle nudges with the Vent hydrogen and Drop ballast
icons.
When you want to land, click on Vent hydrogen many times in rapid succession
to spiral
down to the ground. You have to land on at least three of the nomad camps and ask
the nomads
where the spot you are searching for is located on Omar's map. After getting directions
the
third time, you should see a big red X on the aerial map if you head in the right direction.
A successful landing there crushes the Nazi guard who is shooting at you, but the balloon
is
now kaput!
The dig site is to the left as you exit the balloon.
Sophia promptly wanders off in search of Nur-Ab-Sal and falls into a hole. Oh well, I guess
we'll find her in the course of our explorations. If you Look at engine (of the truck),
you learn that it is missing a spark plug and also the distributor cap. So not much hope
of
getting it running in its present state. Use ladder to have Indy climb down into
the
dig site. A very dark place. You can't really see down here (the Look at icon has been
replaced
by Touch), but you can grope around and Pick up long, tubular thing. Also
Pick up
clay thing. Then return to the truck. Open gas tank, then Use hose
with gas tank.
Finally, Use clay jar with end of hose to obtain a gas-filled jar.
Now head back down
the ladder, find the metal thing, then Open metal cap. Next, Use
gas-filled jar with
gas filler pipe to fill what can only be a generator with the petrol
you collected from
the truck. Then Use little metal thing (a button) to turn on the
generator, and we have
lights :-)
Pick up wooden peg from the table, and also Pick up ship rib. Now Use
ship
rib with crumbling wall to the right of the table to reveal a mural of the island
of Crete,
with a hole in the middle. Use wooden peg with mural to insert the peg in
the hole.
Then Use Sunstone with peg in hole, and Look at stone disk. You'll
note various
depictions of the sun on the edge of the stone. You need to align the correct
one with the
tall horns at the top, and guess what? Yep. Which symbol varies from game to
game. So let's
consult the Lost Dialogue, and if it says, for example:
"At many outposts a Sunstone sufficed, if hot sunlight bathed the tall horns."
Then you would rotate the disk until the 'noon sun' is under the tall horns. You get the
idea.
Once you have the symbol that matches the description in your copy of the Lost Dialogue
positioned
under the tall horns, clicking on the spindle now produces an audible 'klik',
a secret door
in the wall opens... and out pops Sophia with a distributor cap, and a small
amber fish on
a string! Pick up stone disk. Then Open generator. Next, Push
button on generator
to turn it off, then Pick up ceramic thing (a spark plug),
and head back to the truck.
Pick up end of hose, then Close gas tank, and Use
distributor cap with engine,
then Use spark plug with engine. Now you can Use
truck, then go to CRETE on the
world map.
From the dock, Walk to stone pedestal. Then walk
to the left side of the screen, and onto the dirt path there. Once Indy is in the distance,
Walk to path (top left of screen), and he and Sophia wind up at some ruins. Head up
the steps, over the bridge, and all the way to the left to Pick up surveyor's instrument.
Now head back over the bridge, down the steps, and go into every entrance you can find until
you walk into a room with a mural on the wall. Look at mural. Hmm. Seems as if we
might
have a good use for that transit.
You now need to find two piles of stones in reasonable proximity to each other, that can
be
used to sight around the tall horns like you saw in the mural. Unfortunately, exactly
which
piles of stones varies from game to game. When you Look at stones and it's one of the
correct
piles, Indy comments that they seem loose. Then Push stones to reveal a statue,
and
Use transit with statue to anchor the transit. Then Use transit on statue
to
have Indy look through the eyepiece. Rotate the crosshairs until they line up on the edge
of
the right-hand horn of the tall horns (if it's the bull's tail statue you're using), or
the
left-hand horn (for bull's head), then click on the crosshairs. Indy pulls out of the
view
and draws an imaginary line into the distance. Now do the same thing with the other
pile of
stones. Indy draws another imaginary line and you now have a yellow 'X marks the
spot' that
you can walk over to, and Use ship rib with X marks the spot to dig up
a... Moonstone!
Head all the way back to the stone pedestal on the platform by the dock where you first
entered
Crete. You will remember that the instructions for aligning the stones vary from
game to game.
So let's have a look a the Lost Dialogue again, shall we? And if it says, for
example:
"At the Greater Colony a Moonstone was also needed, with darkest night healed by the full
moon."
Then you would align the correct depiction of the sun with the tall horns as you did earlier,
and the full moon with wherever darkness was. So Use Sunstone with stone pedestal,
then
Use Moonstone with Sunstone. Then Use Moonstone, and align the two disks
according
to what it says in your copy of the Lost Dialogue. Click on the spindle in the
middle of this
arrangement and a secret door opens. Walk to secret entrance.
Pick up two of the statue heads from the shelf behind Indy and Sophia, then head through
the
doorway. Use whip with statue head in the next room to get the third one. The
gate closes,
but you won't be going back there again. OK... so now we're in a maze, but not
to fear. We
can get you through this with a minimum of fuss, and if you get lost there's
no problem. You
can't die, and you can always find your way back to a familiar place. So
without further ado...
Go up the stairs, then head through the doorway to the left. Notice another gate blocking
a
doorway at the bottom of the stairs. But don't worry about that yet. Instead, go through
the
doorway to the left of the one you just came through. There's a statue in this room atop
a
set of stairs, and also what looks like a pressure plate. Walk onto the plate and keep
moving
around until Sophia joins Indy. Down you go!
Sternhart's body lies at the bottom of the lift. Pick up Worldstone at his feet,
and
also Pick up staff. Now Look at waterfall, and Indy notices a chain hidden
behind
it. Use chain to climb up the waterfall. Once back in the statue room, go through
the
left doorway, and use the three statue heads on the shelf there to open the gate. Go
through
this doorway, through the doorway at the top of the stairs, through one more doorway,
and you
come to the top of another lift ensemble. Use staff with chock to free the
counterweight.
Head back down the stairs, take the door to the right of the stairs this time,
through another
room, and you arrive at the bottom of the lift shaft where there is a big
stone head. Use
staff with statue's mouth to activate the lift, and up we go! Now
you can Pick up gold
box, and Indy also finds two more orichalcum beads underneath
it.
Now make your way back to the room where the lift down to Sophia is located. Hmm. Indy's
weight
alone isn't enough to make the lift go down, so... Use whip with statue head
to knock
the head onto the lift, then join it to pay another visit to Sophia :-)
For a clue as to what to do next, Look at note that is in the dead Sternhart's hand.
It says:
"I am convinced the Map Room lies beyond the next chamber. Alas, I cannot get past the
gate.
I need that orichalcum detector."
Hmm. First, we need to find a way out of here. So head for the doorway. There's another
gate
blocking a doorway there... but you spot a hole above and to the left of the doorway.
Look
at hole. Now Talk to Sophia:
"Let me boost you through that hole." "What's the matter...scared of a few bugs?"
"So
what if I am?"
And that should do it. Sophia works the pulley on the other side, and the doorway is open.
Now walk through that doorway. Well... you probably figured out that the 'amber fish on a
string'
you've been carrying around for half the game is indeed an orichalcum detector. But
it keeps
pointing to Sophia's necklace whenever you try to use it, thus rendering it useless.
And now
you also have two beads in your possession, which are an even stronger source. So
Talk to
Sophia, and:
"Can I borrow that necklace of yours for a while?" "I think it's throwing off the orichalcum
detector." "So we need to hide it." "Nur-Ab-Sal is a mighty King, and his Eyes See
Through." "I want to put it in this gold box."
Sophia puts her necklace in the gold box, and also takes your two orichalcum beads. Now
we
can use the detector to find the orichalcum that Sternhart was searching for. Head up
the stairs,
and go through the next room. Then Use amber fish on a string. It points
to a section
of the wall next to the stairs. Look at wall, and Indy notes that it
seems to be crumbling
a bit. Use ship rib with wall to reveal another secret door!
Now Open door and
head into the next room. Indy finds a third orichalcum bead. Sophia
takes her necklace back,
and presents Indy with the gold box. Through the next door is a
large-scale replica of Atlantis!
Time for another look at the Lost Dialogue, methinks. Use it to figure out which image
on the
Worldstone to line up with on the Moonstone. Then place all three disks on the spindle,
and
align them properly. Click on the spindle to open a door in the wall. Head through this
door
to... oh no! Kerner has kidnapped Sophia:
"Let's make a deal: Sophia for the stone disks." "Okay, take the stones, just don't
hurt
Sophia."
But Kerner makes off with Sophia and the stones no matter what you do, and he also seals
the
door that you just came through. Hmm. Look at rock wall all the way to the right.
Indy
notices that one of the rocks is loose. Use ship rib on rock wall, and Indy begins
to
work the rock out of the wall. Then the scene cuts over to Sophia and Kerner as they board
a u-boat... and back to Indy again as he escapes from underground. Now Walk to submarine,
then Open hatch (it's just to the right of the life preserver). When the captain appears:
"Sorry, wrong boat."
The captain gives pursuit, but Indy easily polishes him off. Then the u-boat gets underway,
and Indy goes quickly through the hatch. After a few zigzags on the map, just click on the
moving u-boat to regain control of Indy. The Nazi sailors are right below you. We need to
get
them away from the mid-section of the sub. So Use intercom (to right of the ladder),
and:
"Uh...your captain commands, all hands to the bow."
Now we are free to roam a bit. Climb down the ladder and head left (over the top of Sophia
and the guard). Keep going left until you get to the galley area, where there are cold cuts
hanging, and a loaf of bread on the table. Pick up bread and Pick up cold cuts.
Then Use some cold cuts with two slices of bread to produce a submarine sandwich (worthy
of Dagwood Bumstead, no less. You can't make use of this sandwich right now, but it will
come
in handy later on). Pick up porcelain mug from the shelf behind the cold cuts.
Then
Open trap door just to the right of there, and go down. Use porcelain mug
with battery
acid to fill the mug. Then go back up, head all the way to the right (over
the room where
Dr. Ubermann and Kerner are chatting), and Open trap door. Head down
and Use acid-filled
mug on strong box to open the safe. You get your three stone disks
back, and a tiny key
as well! Now go all the way back to where you collected the battery
acid, and head to the right
so you're standing as close as possible to Sophia, with the wall
in between. Talk to Sophia,
and:
"Can you get rid of the guard?" "Tell Nur-Ab-Sal I've got a plan." "Just distract
the
guard for a while, okay?"
When you head back up the ladder, Sophia starts nattering away, and now you can climb down
the ladder behind the guard, and Pick up plunger in the small room to the right. Now
go all the way back up the ladder to the conning tower, and Push big lever. Oops,
it
breaks off. But no fear. Use plunger with broken lever to replace it, and now we
can
move the u-boat up and down via Push plungerized lever. Just click above or below
the
plunger in the image at the bottom of the screen to move the u-boat up or down. It's
a start.
Note the airlock at the far left of the scrolling scene. We have to manoeuvre the
u-boat into
there, but it's obviously going to take more controls to do that! So head back
past the galley,
and Push lever there. Now we can control the sub's speed. Stop the
sub, click on it
to regain control of Indy, and Push switch to left of lever to obtain
forward/reverse
control (note: you can only flip between forward and reverse when the u-boat
is stopped). Almost
there, but now we need a way to steer the sub.
Head back down the ladder to just behind the guard, and Look at temporarily distracted
guard
to get his attention. Then:
"I'm the staff archaeologist. Got any buckets?"
This is a cue for Sophia to whack the guard over the head with the bucket that's sitting
behind
her :-) Use tiny key with emergency rudder control there to unlock it, then
Push
wheel to use it. Now you can steer the u-boat so that it comes closer to you,
in order
to get it through the airlock. The u-boat has to be moving in order to steer it.
Remember,
if it's moving to the left, turn the wheel at the bottom of the screen left (counter-clockwise)
to get it to come closer to you. And vice-versa if the u-boat is moving to the right. You
get
the idea. Once you manage to manoeuvre the u-boat into the airlock, you have reached
Atlantis.
Indy and Sophia exit the u-boat here, and that's the end of the Team path.
The walkthrough
resumes in the common Atlantis section below...
Atlantis You wind up here at the end of one of the three
paths
through the middle game. This is the final section of the walkthrough, common to all
paths.
It's very dark. Start off with Touch wood thing, which is located in the bottom
centre
of the screen. It appears to be a ladder, so Pick up ladder. Make your way
to the right
to scroll the screen, and at the bottom right, Touch stone rubble. It's
actually a steep,
rocky incline. Then Use ladder with rocky incline, and Use ladder
(to climb it).
The area begins to light up slowly now as Indy's eyes adjust, and at least
you can see a bit.
You don't have full vision yet though, so your actions are limited. But
you can Touch stone
thing, then Open stone box and Pick up metal rod.
Then Use orichalcum
in metal rod and... hey presto, it's a light wand! Now place the
three stone disks on the
sentry statue's spindle. You will recall the following excerpt from
the Lost Dialogue:
"Final entrance yielded only to contrary minds."
So you need to align the three stones the exact opposite of the way you last used them.
In
other words, put your sun symbol at the very bottom, away from the tall horns, and then
work
from there.
Once the stones are correctly placed in their 'contrary' positions, clicking on the spindle
opens the mouth of the sentry statue, and Use orichalcum in sentry statue opens the
metal door. Remember to pick up the stone disks before proceeding through the door. Also
Pick
up ladder. You're going to need it later. You arrive at the outermost of Atlantis'
three
concentric rings.
You need to investigate all the slightly darker
coloured rooms (that exhibit a '?' when you place the cursor over them), whilst trying to
avoid
the patrolling Nazi guards. After you visit 'important' rooms, they are named when
you hover
over them with the cursor. It is with these names that I'll be describing the rooms
you need
to visit.
Note: some rooms have grates embedded in the walls. You can open these grates and use them
to go to other rooms.
Use the bronze spoked wheel (that you found in one of the rooms with robot parts) on the
right-hand
peg above the statue. See description of Lava room to see how to obtain
the lava-filled
cup. Then Use lava-filled cup with funnel (up the stairs, at the top
of the machine)
to fill the dish below with... orichalcum beads! Remember to collect the
bronze spoked wheel
before you leave.
If you run out of orichalcum from here on in, you can always come back here to make more
of
the stuff, but you should have all you need now to finish the game, provided that you
don't
waste too many beads.
If you got here via the Brains or Team path, then you'll have a submarine sandwich.
If on the Brawn path, you need to fight one of the guards to obtain a bratwurst. In
either case, you now have some bait. You also need the rib cage from the skeleton in the
crashed
subway car. Then you can Use (submarine sandwich or bratwurst) with rib cage,
and Use
baited rib cage with pool to catch a crab, which will come in handy in a while...
You are looking through a vent, and you can see that Sophia is locked up, with a guard patrolling
in front of her cell. Use orichalcum in sentry statue here to activate the statue,
which
then begins to patrol and crushes the guard in the process. But now you will have to
find a
different way to get to Sophia, as you can't get through the vents.
You can also arrive at a vent under Sophia's cell. Nothing you can do here, so just crawl
back
out.
You will come to two separate rooms filled with robot parts. Pick up bronze gear from
the wall in one of these rooms, and Pick up bronze spoked wheel in the other. The
bronze
spoked wheel goes on the right-hand peg above the statue in the Machine room.
There's a statue across a deep chasm holding a cup of some sort. You'll need to Use Ladder
with hole to walk across the chasm, then Pick up cup. Remember to take the ladder
with you again after you cross back over the chasm. The cup can be used in the Lava room.
First, Use cup with pedestal (the cup that you got from the Statue room). Then
Use statue head with plaque to divert the lava into the cup. Now you have a lava-filled
cup that you can use in the Machine room.
You come to a room with a small statue standing in a niche in the wall. If you look at the
statue, Indy comments that the statue head looks like a stone fish head, and you can Pick
up statue head. You can use this item in the Lava room.
Somewhere in the perimeter hallway, you'll find a crashed subway car with a skeleton in it.
Pick up skeleton to obtain... a cage of ribs.
You need to get rid of the water that's blocking the doors here, so... Use orichalcum
in
eel figurine (remember, that did the trick in Iceland as well). The figurine gets
really
hot, and Indy tosses it into the water, which evaporates. But you still have to Use
orichalcum
in fish statue to open the double doors, and...
The cell that Sophia is being kept in is located in this area. Pick up statue part
from
the remains of the sentry robot. You can't do anything more here for the time being,
so you'll
jut have to leave Sophia and do some more exploring.
Once you have obtained the hinge pin in the Canal section, then you can rescue Sophia.
Give hinge pin to Sophia, then Open cage and choose the following dialogue
options:
"I've got a plan." "Brace the cage with the hinge pin!"
Once Sophia is free, Open cage again, and Pick up hinge pin. Then head for
the
doors you just opened with the sentry statue to the Innermost ring of Atlantis.
Once you have access to the Dungeon where Sophia is locked up, then you can also get to the
Canal. Use trapped crab with octopus to get rid of the creature, and then Walk
to
canal to have Indy swim across, where you can now board the crab-like raft. Then Use
orichalcum in crab mouth to power it up. Now Float to gate (the one to the east).
You will encounter several of these locked gates on the canal. Each one is opened using either
your Sunstone, Moonstone, or Worldstone with the spindle above the gate. Following are the
important things you need to find/do on the Canal.
There's a very large sentry statue here. Use chain with bronze loop to attach the
chain
to the statue's right hand. You can try to do the same thing with the other chain,
but it isn't
long enough to reach the statue's left hand. Anyway, Use ladder with sentry
statue and
Use ladder to climb up and Open chest plate. Then Look at
chest plate
to get a close-up. Looks like we'll need another item and some more information
before we can
do anything useful here.
Once you have the crescent-shaped gear, follow the diagramme you found on the cupboard
that
contained the crescent-shaped gear. Place the bronze spoked wheel on the central peg,
and the
statue part on top of that. Place the crescent-shaped gear (aligned vertically) on
the two
right-most pegs, and the bronze gear on the top left peg. Now use the orichalcum
bead in the
mouth at the centre of this ensemble, and the statue's left arm will move down.
Climb down
and Use chain with statue arm to attach it, then climb back up and operate
the machine
once more, this time with the bronze gear on the bottom left peg. Voila, the
doors open. Be
sure to Pick up hinge pin from the floor, and head back to the Dungeon
to rescue
Sophia.
You come to another set of steps leading upwards, just like the set we entered the Canal
from in the first place. There's a room at the top where you can Pick up crescent-shaped
gear from a cupboard, then Close cupboard and Look at cupboard. Hmm. Looks
like if we use the crescent-shaped gear we just found on the right-hand side of the chest
plate,
we should be able to move the statue's left arm up/down by placing the bronze gear
we found
earlier on different pegs...
As soon as you arrive here, Sophia senses that
Nur-Ab-Sal is close and rushes off to find him. Nothing you can do but follow her into a
room
with a large lava pit. Nur-Ab-Sal has now possessed Sophia, and there's also nothing
you can
do to talk her out of it. Instead, you must Look at Sophia, and then Use
orichalcum
in mouth (of her necklace). The necklace becomes very hot. Before it cools
off, quickly
Use opened gold box with necklace. Indy traps the spirit of Nur-Ab-Sal
and tosses the
gold box into the lava pit. End of Nur-Ab-Sal :-)
Before you leave this room, walk up the steps and Pick up scepter at the feet of
the
horribly deformed skeletons.
Moving further along the hall, note the markings on the wall. It's a 3 x 3 matrix of dots.
Note which columns the two large dots are in, and also whether each of the large dots is
at
the top, middle, or bottom position in its column. Then enter the room at the outside
of the
hall where the large 'hulking machine' is sitting. There is also a pattern of dots
on the floor
here. Take note of where the large dots are in this pattern as well. Climb up
there and place
the hinge pin and the scepter into the slots corresponding to the markings
you found on the
wall outside. Adjust each to the correct position as well (top, middle,
or bottom) by pushing
or pulling the lever. Once positioned correctly, Use orichalcum
in mouth and we're away.
Now we've just got to stop this thing. Move the levers to the slots/positions you recorded
from the floor of the room where the hulking machine was, and the machine goes into a spin
and drills through the wall. Indy and Sophia narrowly manage to escape as it plunges downward
into the lava.
Now walk to the central column, down another ramp, and through the doorway there. Oh great,
another maze. Keep blundering through the doorways until you manage to get down to the floor.
On the way, take note of the large circular mural on the wall, and where the Sunstone, Moonstone,
and Worldstone symbols are on this mural. Once you get to the floor, SAVE YOUR GAME. You
have
to work your way across to the other side of the lava field, and you can get trapped!
After
navigating the lava field, go down the stairs, then walk to the centre of the screen
and enter
the...
You know the drill by now. Place the stones on the
spindle,
and align your symbols according to the way they appeared on the large wall mural.
Bear in
mind that the Worldstone symbol now needs to be 'volcano', no matter which Worldstone
symbol
you had been using previously. Once you've aligned the stones correctly and clicked
on the
spindle, the colossus is activated and... uh oh, Kerner and Ubermann make yet another
unwelcome
appearance. Again, save your game here because you are about to enter a long dialogue
where
you can make mistakes and die.
No matter what dialogue options you choose, Kerner elects to go for godhood first with
disastrous
consequences. Then when it's Indy's turn, you have to keep stalling Ubermann (by
telling him
you've got classes to teach, etc. Basically, don't talk any bead numbers) until
you get the
following dialogue options:
"For your sake, I hope this doesn't work." "Once I'm a god, I'm sending you straight
to
hell." "I dare you to use those beads."
That does it. Ubermann asks Indy to step aside, and uses 100 beads on himself. Indy and
Sophia
make a mad dash for the air lock and the waiting sub as Atlantis destroys itself.
See the metzomagic.com Review of Indiana Jones and
the
Fate of Atlantis.
Copyright © Steve Metzler 2007.
All rights reserved.
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