INDIANA JONES AND THE FATE OF ATLANTIS Complete Walkthrough Copyright 2002 Marc "Darth Maul" Binda E-mail: email@example.com -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- File Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version : 1.1 Updated : November 5, 2002 by John Walker (ThunderPeel2001) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Game Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Title : Indiana Jones and the Fate of Atlantis Platform : PC (DOS) / Amiga / Mac Year : 1992 Company : Lucasarts Entertainment Company -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Introduction -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Back in 1993 or something, I discovered this game. I had played the last Indy game on the PC, Indiana Jones and the Last Crusade and I liked it very much. When Lucasarts released this game, I was ecstatic. I've always loved the Lucasarts graphic adventure games (Maniac Mansion, Monkey Island, etc) and I've always loved Indiana Jones. Anyway, back when I was playing this wonderful game (Indiana Jones and the Fate of Atlantis), I got the urge to write a walkthrough for it. It covered all of the 3 paths that you can choose to complete the game and everything. Sadly, when I sold my old 386 computer, I forgot to put my walkthrough on a diskette, so I lost it. So, on May 25th 2001, I decided that I was going to rewrite my walkthrough for the game and submit it to GameFAQs as my first submission ever. Enjoy reading! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TABLE OF CONTENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-0. Command Help 1-1. I.Q. Points 1-2. Fighting Tips 2-0. Caswell Hall - Introduction 2-1. New York City 2-2. Iceland - Part One 2-3. Tikal 2-4. Iceland - Part Two 2.5. The Azores 2.6. Return to Barnett College 3-0. Team Path 3-1. Algiers - Part One 3-2. Monte Carlo 3-3. Algiers - Part Two 3-4. Algiers - Balloon Ride 3-5. Algiers - Dig Site 3-6. Crete - Old Ruins 3-7. Crete - Labyrinth 3-8. Nazi Submarine 4-0. Wits Path 4-1. Monte Carlo - Part One 4-2. Algiers - City 4-3. Algiers - Desert 4-4. Algiers - Dig Site 4-5. Monte Carlo - Part Two 4-6. Thera 4-7. Nazi Submarine 4-8. Crete - Labyrinth 5-0. Fists Path 5-1. Monte Carlo 5-2. Algiers - City 5-3. Algiers - Desert 5-4. Algiers - Dig Site 5-5. Crete - Old Ruins 5-6. Crete - Labyrinth 5-7. Thera 6-0. Atlantis - Airlock Room 6-1. Atlantis - Maze 6-2. Atlantis - Canal 6-3. Atlantis - Rescuing Sophia 6-4. Atlantis - Middle Atlantis 6-5. Atlantis - Inner Atlantis 6-6. Atlantis - The Colossus 7-0. Credits and acknowledgments -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-0. Command Help -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If you've already played any of the classic graphic adventures from Lucasarts, you won't have any trouble with the commands in this game. If not, here's how the game works. You move your mouse pointer around various objects on the screen and interact with them via a menu of verbs or actions in the lower left hand corner of the screen. Here are the different verbs/actions and their keyboard shortcuts : Give (G) - Give an item to someone. Open (O) - Open something (door, chest, etc). Close (C) - Close something (door, chest, etc). Pick up (P) - Pick up an item. Talk to (T) - Talk to someone. Look at (L) - Look at something or someone. Use (U) - Use an item on something or someone. Push (S) - Push something or someone. Pull (Y) - Pull something or someone. You can also use combinations of verbs/actions. For example, you can Use an item from your inventory on something on the screen or another item in your inventory. Speaking of your inventory, it's located in the lower right hand corner of the screen. There's no limit on the number of items you can carry so don't worry. After certain parts of your adventure are completed, you may lose certain items but once you lose an item, you won't need it for the rest of the game so don't worry. Also, when you talk to someone, there will often be various choices of dialogue you can choose from. The choices you make during a conversation will often define the encounter's outcome, but you'll always get fair warning if your in real danger. To reach the options screen, press F1. From there, you can save your game, load a game and quit the game. Useful shorcut : Right-clicking on objects on the screen will always use the most common verb/action. For example, right-clicking on a truck or any other transportation device will Use it. Some objects can be opened/closed by right- clicking, etc. You will encounter fights at certain points during the game (especially on the "Fists" path, unsurprisingly!). When this occurs there are two modes of fighting to choose from: Mouse or keyboard. To switch between the two press "F" at any time during the game. (Note: Using the Keyboard mode is a MUCH easier way of fighting.) The keys during a "Keyboard" mode fight are: (7) (8) (9) Stepback Block High Punch High (4) (5) (6) Stepback Block Mid Punch Mid (1) (2) (3) Stepback Block Low Punch Low Note: It seems you may have to turn off "Num Lock" to use the numberpad in the game. You can view your current I.Q. (Indy Quotient) score by pressing "I" when your inventory is visible. To return to your inventory press "I" again. (See section 1-1 to learn more about I.Q. points.) Finally, here are some helpful keyboard shortcuts... I - Show I.Q. Score F - Change Fighting Mode F1 - Options Menu F5 - Options Menu F8 - Restart Game (Y/N?) Alt-X - Quit Game (Y/N?) Alt-Q - Quit Game (Y/N?) Ctrl-C - Quit Game (Y/N?) Ctrl-J - Calibrate Joystick Ctrl-K - Check Memory Usage Ctrl-M - Mouse Mode On Ctrl-N - Mouse Mode (?) Ctrl-T - Toggle between Voice Only/Text and Voice/Text Only (Voice ver. only) Ctrl-V - Version [ & ] - Music Volume - & + - Text Speed -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-1. I.Q. Points -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Like the earlier adventure game, Indiana Jones and the Last Crusade, you accumulate I.Q. (Indy Quotient) Points when you solve puzzles. If you press "I" when your inventory is visible, the I.Q. Points screen will appear telling you how many points you have (to go back press "I" again). There are two scores listed: "Current" (which is how many points you've earned in your current game) and "Total" (how many points you've accumulated from every game so far). Basically I.Q. Points are used to add longevity to the game (as if it wasn't already long enough!). To get every single one you must complete the game in all three "Path" modes and solve every puzzle in every way (some puzzles have multiple solutions). A complete breakdown of all 1000 possible I.Q. Points would take forever, so here instead, are a few hints for those interested in going after them: You don't need to play the "Atlantis" section of the game for each game Path. Once you've completed it you won't earn any extra I.Q. Points by doing it again in a different Path unless you solve a puzzle in a different way (E.g. Fighting Sophia's guard instead of activating the sentry). In fights, "Sucker-punches" (see section 1-2) never earn you any I.Q. points, but beating someone fair and square will. If you think you know a different way a puzzle might be solved, simply go back to an old saved game and try again. Even if you don't save after solving it a different way, your I.Q. points will still be added to your "Total" score when you return to your current save. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-2. Fighting Tips -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fighting in Fate of Atlantis is a real pain (certainly not much of an improvement over the original Last Crusade version :/ ) and it's not helped when you're forced to use your mouse to block, retreat and punch by clicking on moving targets! Thankfully some thoughtful soul thought to include an easier "keyboard" version. To turn it on simply press "F" any time during play. A message will inform you that "Keyboard fighting" is on. When in this mode you use the Keypad to perform all blocking, punching and retreating (see section 1-0 for the list of actual keys). Basic strategy is to punch when your punch power is high (your blue bar) and then walk back one step. Punch again when your opponent has stepped towards you (and your power bar has increased) and backstep again. One of the problems with these strategy is that some of the fighters are extremely quick at countering after they've been punched, so timing is needed. Another problem is that after a few backsteps the game will think you want to retreat and Indy will run off to lick his wounds. In practice the "retreat" function has very little use, by the time you realize you stand no chance of winning you've usually lost! Plus when you return to the fight later, your opponents health bar will have usually returned to full. So go easy on the backsteps. A more effective but more difficult strategy is use the middle row of the keypad to block. This takes a lot of practice and a cool head. Basically you need to keep a close eye on your opponent's arms. They will move mid/low/high before they hit you in that area. You need to quickly block mid/low/high to block before he actually hits you. You have maybe a second to do this, so it's imperative that you keep your cool and concentrate. If you panic you'll be flattened in no time. When you get tired of fighting and all you want to is move on with the game there's a "suckerpunch" option to keep you sane. During a fight just press "Insert" and Indy will throw a punch that will knock your opponent out if it connects (so press it a few times!). There are a few thing you should know before you try to suckerpunch your way through the game though: 1) You don't earn any I.Q. points for winning a fight through a suckerpunch and 2) Suckerpunches will not work at all if there's a way to avoid the confrontation by solving a puzzle (E.g. "Arnold" the singing guard or Sophia's captor in Atlantis). Good luck! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-0. Caswell Hall - Introduction -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- During the opening credits, Indy crashes through a window, ending up inside one of the attics of Caswell Hall. He seems to be looking for some kind of statue. There are many statues and items laying around the room. You can click on any of them to have brief descriptions. Once you click on the peculiar statue on the left side of the room, a trap door will open under Indy's feet and he'll fall. He'll end up in yet another room filled with shelves. At the right of the room, there's a gaping hole with some rope next to it. Try to pick up the rope and a broken statue will knock Indy on the head and he'll fall into the gaping hole. After regaining his senses, Indy finds himself in yet another room filled with bookshelves. There's a bookcase filled with books on statues on the left side of the room. Indy tries to pick up one of the books inside and the bookcase falls on him. He finds himself inside yet another room, this time, there's a table with 4 cats on the left. Examine a cat and then another one and Indy will be surprised by a live cat, heading backwards and falling down a coal chute. He then finds himself inside a furnace room. Examine the 3 lockers in the back of the room. After opening the third locker, Indy will finally find the statue he's looking for. Indy goes back to his office to meet Marcus and a man named Mr. Smith. It seems Mr. Smith is looking for the horned statue Indy just found. Mr. Smith has a "key" for the statue. After inserting the key in the base of the statue, a small bead comes out. Mr. Smith then takes out a gun and asks Indy to hand over the statue and the bead. After wrestling with Indy, Mr. Smith manages to escape but not without leaving his trenchcoat behind. After searching his coat, they discover that the man is named Klaus Kerner and that he's some sort of secret agent for the Third Reich. They also find an old copy of National Archeology. Inside, they find photos of one of Indy's digs in Iceland with his old assistant, Sophia Hapgood. She's now in New York City, working as a psychic who gives lectures on the paranormal. Indy decides to go to New York City to try and warn Sophia about that Kerner spy. Note : You can skip the whole introduction by repeatedly pressing Esc. ^_~ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-1. New York City -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Indy can try and buy a ticket to attend Sophia's lecture but they're all sold out. Pick up today's newspaper from the newsstand. Now, there are three different ways to get inside the place where Sophia is giving her lecture. (The way you manage to get in determines which path Sophia RECOMMENDS to Indy later (although you can choose whichever you want regardless).) #1 (Team Path): You can try talking to Biff the bouncer by opening the back door. After that, sweet talk him by saying how smart Sophia is and how she makes things easy to understand. #2 (Fists Path): Insult the bouncer instead to the point where you have to fight with him (and then beat him!). #3 (Wits Path): You can push around the crates behind the building, making a path to the fire escape ladder. Once you're inside the building, you'll have to contend with the stagehand that is standing next to the control panel on the left. If you try and approach Sophia while she's giving her lecture, the old man will stop you and you'll see parts of Sophia's lecture on Atlantis. After a few tries, the cutscenes to Sophia's lecture will stop. You need to get rid of that stagehand somehow. After talking to him, you realize that one of his hobbies is reading. Give him the newspaper and he'll step away from the control panel. Push the left lever and the right lever and press the little red button and the ghost will fly off in front of the stage. There's a malfunction and Sophia's lecture will end prematurely. Indy and Sophia head back to her office and realize that someone has searched her room. Klaus Kerner was looking for something in her room. After having a chat with Sophia, she tells him that they need to find the Lost Dialogue of Plato. They decide to head to Iceland, where they found the pieces that the Nazis are looking for. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-2. Iceland - Part One -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once in Iceland, you need to find Dr. Bjorn Heimdall. He's in the old dig site, hacking away at some ice wall with a pick axe trying to dislodge an eel figurine. Talk to Dr. Heimdall. Ask him about the Lost Dialogue of Plato. He'll tell you that there's two people you might want to visit : Dr. Charles Sternhart in Tikal and Felipe Costa in the Azores Islands. Once you're done talking with Heimdall, head back to the truck outside and drive back to the airport. Head for Tikal first to find Dr. Sternhart. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-3. Tikal -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once arrived in Tikal, walk towards the entrance to the jungle on the right. In the jungle, you'll notice a rodent that always runs away from you when you approach it. After navigating through the jungle maze, you'll find yourself on the other side. Only one small problem... There's a huge snake wrapped around the tree. To get rid of the snake, simply head back into the jungle and wait until the rodent is in front of the entrance that leads back to the snake. Keep your distance from the rodent and use your whip to scare it into the entrance. The rodent will exit the jungle and will get attacked by the snake. Both animals fall down the ravine. Go back to the tree. Use the tree. Indy will climb it and it'll bend over, allowing him to cross the ravine. You'll meet up with Sophia on the other side. Now, you need to find Sternhart. Try picking up the kerosene lamp that's near that souvenir stand. Sternhart will come out of the temple, telling you to leave the lamp alone. After talking with Sternhart, you discover that a certain "Mr. Smith" got to Sternhart's last copy of the Dialogue before you. Ask Sternhart if you can take a look around in the temple. He asks you the name of the Lost Dialogue of Plato. Tell him that you don't know the title. Sternhart will head back to the temple. Go and talk to the parrot that's in the tree to the left. Choose "Title?" and the parrot will tell you the name of the Lost Dialogue of Plato : Hermocrates. Head towards the temple and you'll get intercepted by Sternhart yet again. He asks you for the name of the Dialogue. Answer him with "Hermocrates" and he'll let you go inside to have a look. Once inside the temple, talk to Sophia and ask her to keep Sternhart occupied. Head back outside and pick up the kerosene lamp from the souvenir stand. Go back inside the temple. Open the kerosene lamp and use it on the spiral design on the right. The kerosene will eat away the tarnish. Pick up the spiral design. Use it on the animal head on the left. Now, it looks like an elephant head. Pull the elephant's nose and a tomb will open up on the right, where the spiral design was. Sternhart will find a stone disk inside called a Worldstone. He'll escape with the Worldstone, leaving Indy and Sophia behind. Go back to the tomb and pick up the shiny bead, an orichalcum bead. Exit the temple and go to the right, to the path around the jungle. Use the truck and head back to the airport. Go to back to Iceland. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-4. Iceland - Part Two -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Back in Iceland, enter the old dig site. You'll find Dr. Heimdall, frozen solid. However, he exposed the eel's head. Use the orichalcum bead you just found on the exposed eel's head. It will melt itself out of the ice. Pick up the eel figurine. Exit the dig site and go back to the truck. Use it to go back to the airport and head for the Azores. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-5. The Azores -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When you arrive, have Indy talk to Costa first. He won't have much success. Have Indy talk to Sophia and ask her to take over for him. Once in control of Sophia, talk to Costa. The old man will be much more receptive. He doesn't have the Dialogue and he's never read it. He is willing to trade information on its whereabouts for a rare Atlantean artifact though. At first, he wants to trade for Sophia's necklace. Of course, she'll refuse to trade her necklace. Ask him if he'll do business with her friend. He'll say he'll do business with anyone. Have Sophia talk to Indy and hand back over control to him. Have Indy talk to Costa again. Talk about a trade with him. Offer him the eel figurine. He'll tell Indy that he doesn't know where to find the Lost Dialogue but he'll tell you the name of the collection it's part of. Note : The name of the collection changes every time you play. Just note the name of the collection that Costa speaks about. No matter what the name of the collection, Indy believes that Barnett College owns it. So, it's time to head back to Barnett College. Before going back to Barnett College, a cutscene will be presented with Klaus Kerner and Dr. Ubermann in a secret laboratory somewhere in Germany. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-6. Return to Barnett College -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Back in the States, Indy will enter Caswell Hall, where he thinks the collection containing Plato's Lost Dialogue is kept. Sophia will go and wait for Indy back in his office. The location of Plato's Lost Dialogue also changes every time you play the game. First, I'll list all of the items you can acquire in Caswell Hall and Indy's office that will allow you to find the Dialogue. Items to be found : ------------------- - In Indy's office, you can find an old jar of mayonnaise that now looks like used motor oil. - In Caswell Hall, there's a dirty rag in the furnace room. - You can also pick up a lump of coal from the furnace room. - In the room where the bookcase fell over Indy during the introduction, there's a school desk. Look at the school desk and Indy will find a piece of gum. You can pick up the piece of gum. It will help you later on. - In the room where the statue collapsed and knocked Indy on the head, there's an arrowhead sitting on a shelf in the back. - Inside the urn in the attic, you may find a key (only if the Dialogue is hidden inside the old dusty chest). Plato's Lost Dialogue Locations : --------------------------------- A) Behind the big crate in the room with the totem pole, there's an old dusty chest. It's locked and the only way to open it is to use the key found inside the urn in the attic. To reach the attic, use the jar of mayonnaise on the totem pole and pull the totem pole two times, towards the opening in the ceiling. Climb the totem pole and you'll reach the attic. Open the urn, look inside and you'll find a key. Go back down and use the key on the dusty old chest. The Lost Dialogue of Plato will be inside. B) The Lost Dialogue of Plato is hidden inside one of the cat figurines. To reach the room where the cat figurines are stored, you need to use the gum on the coal chute for traction. One of the cat figurines will be made out of wax. It's usually the one that scared Indy during the introduction. Take the cat figurine made out of wax and go back down to the furnace room. Open the furnace and use the wax cat on it. The Lost Dialogue will be inside. C) The Lost Dialogue of Plato is inside the bookcase that fell on Indy during the introduction. One way to reach the Dialogue is to open the back of the bookcase. However, it's screwed pretty tight. You need some kind of screwdriver. Use the dirty rag on the arrowhead. Use the wrapped arrowhead on the 5 screws and open the tipped-over bookcase. Indy will find the Lost Dialogue inside. An easier alternative way is to go get the chewing gum and go downstairs to the furnace room. Pick up a piece of coal and get Indy to use the gum on the coal chute. Once upstairs note the hole in the ceiling and the one book that remains up there -- guess which one it is! Use the piece of coal on the book and it will fall down, allowing Indy to grab it. Once you've found the Lost Dialogue of Plato, head back to Indy's office to meet up with Sophia. At this point in the game, you need to choose between 3 different paths : The Team Path, The Wits Path and The Fists Path. Each of the paths have different puzzles in them. It all depends on how you want to play the game. The course of the adventure also changes depending on which path you choose. For the Team Path, head for section 3-0. For the Wits Path, head for section 4-0. For the Fists Path, head for section 5-0. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-0. Team Path -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Alright. You've chosen to continue your adventure with Sophia's help. She tells you about two people : Omar Al-Jabbar in Algiers and Alain Trottier in Monte Carlo. She thinks one of them has one of the 3 stone disks that you'll need to find Atlantis. Head for Algiers first. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-1. Algiers - Part One -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- First thing you need to do in Algiers is talk to the knife thrower in the marketplace. He'll tell you where to find Omar Al-Jabbar and he'll also tell you that he needs a new assistant for his knife-throwing act. Talk to Sophia and ask her if she'll volunteer. She doesn't trust the knife-thrower that much. Tell her it's perfectly safe and ask her to watch more closely at his technique. She'll approach the knife thrower. Once you regain control of the cursor, push her towards the knife thrower. She'll become his new "assistant". After the knife-thrower's act, Sophia will give you a blood-stained knife. You can also talk to the grocer to learn the location of Omar Al-Jabbar's shop and he'll also tell you about today's special : squab-on-a-stick for only 20 dinars. For now, head towards the back of the marketplace to find Omar Al-Jabbar's shop by going down the back alley. Talk to the shopkeeper there. He claims to know something about Atlantis but he's not sure he should take you seriously or not. He needs some kind of proof. He says that if you can show him one of the 3 stone disks, he'll help you. Before leaving the shop, don't forget to take the mask (it's the only reason to come to Algiers before Monte Carlo!). Head back to the airport by heading back the way you came. Travel to Monte Carlo. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-2. Monte Carlo -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once in Monte Carlo, Sophia will talk to you. She thinks that Trottier might have one of the 3 stone disks. She has a plan in mind, some kind of sťance. She asks you to look for Trottier while she goes back to her room to prepare for the sťance. She has no idea what Trottier looks like though. After Sophia heads back to her room, start looking for Trottier. He's a bald man that wears a brown suit. You'll eventually see him walking in and out of the hotel. Talk to him when you see him. Present yourself as Dr. Indiana Jones and try and be as friendly as possible or else he'll leave, offended. He says he's heard of you. Try and remember the conversation you have with him. It may come in handy later on. To prove that you're to be trusted, Trottier asks you a question on Atlantis. The answers to his questions can be found in Plato's Lost Dialogue. Once you've answered his question correctly, ask him to come upstairs so that Madame Sophia can read his fortune. If you ever manage to offend Trottier and he refuses to come upstairs to see Sophia, go and see her and she'll suggest you talk to him about Nur-Ab-Sal. Drop the name to Trottier and he'll consider following you upstairs. Once you've managed to convince Trottier to come upstairs for Sophia's sťance, you have two choices. You can either let Sophia deal with him or have Indy try something out. If you choose to let Sophia do the talking, here's what you have to do : First off, say that Nur-Ab-Sal needs proof of Trottier's sincere belief before starting. He says he has one of the 3 stone keys. He takes out a stone disk and puts it on the table. However, before continuing, Trottier wants to prove that Sophia isn't an imposter and asks her some questions. Think back to the conversation Indy had with Trottier in the street. First, Trottier will ask Sophia why he was taking a stroll tonight. Second, he'll also what his greatest fear is. Third, he'll ask what his greatest need is. He won't let on if you've answered the first 3 questions correctly or not. For his final question, he'll ask how many fingers he's holding behind his back. Now is the time to save! This is completely random but it IS possible to guess the correct number (if you don't get it right no matter which number you pick then you must have answered one of the first questions wrong). Once you get it right he'll believe Sophia and that think that she's trustworthy. He'll then ask for his fortune. Answer anything and he'll give you the stone disk. You can also let Indy do his thing during the seance. First, Sophia will ask for some token of power to channel her thoughts. Trottier will put his stone disk on the table. Once you gain control of Indy, open the cabinet and take the flashlight inside. Then, open the fuse box and push the circuit breakers to shut off the lights. Head over to the bed and pick up the bed sheet. Use the bed sheet, use the mask that you found in Algiers and then use the flashlight. Indy will appear as some kind of ghost and he'll scare Trottier off. The stone disk will be on the table. Once you have Trottier's Sunstone, go back downstairs and hail a taxi. Head back to Algiers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-3. Algiers - Part Two -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Back in Algiers, go back to the shop in the back alley. Show the Sunstone to the shopkeeper. He'll reveal himself to be Omar Al-Jabbar. Indy asks him what he knows about Atlantis. Omar says that somewhere deep in the Atlas mountains, there's an archeological dig site. He's convinced that it contains the remains of an Atlantean outpost. He doesn't know where the dig site is exactly but he has a rough map of where it might be. He's willing to lend Indy and Sophia the map and some sturdy camels. Unfortunately, Indy and Sophia come back empty handed from their trip in the desert. They go back to see Omar in his shop. He says he's terribly sorry but that he's willing to make a trade with them for the mask he gave them earlier. Accept the first offer he makes, no matter what the item is. Head back to see the grocer and talk about a deal to get a squab-on-a-stick. Offer him the item you've just received from Omar. You might get lucky and the grocer will accept your trade offer for the squab. If not, he'll drop some clues about what he would like to have (either the color of the object or its nature, something like that). Head back to see Omar and keep trading for items until you get what the grocer wants for the squab. This may take a few tries. Once you have the squab, head over towards the path that leads back to the airport. There, you'll notice a beggar. Talk to him and he says that if you bring him free food, he'll give you a free gift. Offer him the squab. He'll give you a balloon ticket. Head up the stairs on the right to reach the roof. Give the balloon ticket to the balloon man and he'll let you ride the balloon. Climb into the balloon. The balloon man will raise the balloon into the air. Once you're in the air, use the blood-stained knife on the rope and you'll be cut free. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-4. Algiers - Balloon Ride -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once you're airborn and in the balloon, you can either vent hydrogen or drop a ballast. Doing one of those two actions will make you turn in a direction. Once you've figured out how to navigate using the balloon, look for nomad camps in the desert. When you find one, land and ask the nomad there for directions. He'll give you directions on where the "X" is from his camp. Head from camp to camp, asking for directions along the way. Eventually, you'll find a camp that's very close to the dig site and when you get back in the balloon, a red "X" will appear on the map. Head for the "X" and you'll get shot at by a Nazi soldier. The balloon will crash on the soldier and near the dig site. Head left to reach the dig site. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-5. Algiers - Dig Site -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Sophia will head off on her own and fall down some hole near a table. For now, head down to the actual dig site. It'll be very dark down there and you won't see a thing. You can still move your mouse around and you'll notice objects laying around. Pick up the long tubular thing (a hose), the sharp wood thing (a ship rib), the clay thing (a clay jar) and the blunt wood thing (a wooden peg). Head back to the surface and walk towards the truck. Open the gas tank and insert the hose in it. Then, use the clay jar on the end of the hose to fill it up with gas. You can pick up the hose again if you want and close the gas tank. Head back down to the dig site. In the darkness, towards the left, there's a metal thing, that's a portable generator. Move your mouse around there until you find a metal cap. That's the gas cap. Open the gas cap and use the gas-filled jar on the gas-filler pipe. Close the gas cap. Finally, move your mouse around again to find a small metal thing. That's the switch. Push it and the portable generator will turn on and light up the room you're in. Now, head towards the right of the room and you'll notice a crumbling wall. Use the ship rib on the crumbling wall and it will reveal some kind of mural. It's a map of the island of Crete with a hole in the middle. Insert the wooden peg you found into the hole. Then, use the Sunstone on the peg in the wall. Next, open up your Lost Dialogue of Plato and look for the passage where it talks about "the outpost where only a Sunstone suffices". That will give you a clue on how to align the Sunstone. Once you've correctly aligned the stone, A secret passage will open, letting Sophia out. She'll hand over two items to you : a distributor cap that dropped on her head when she fell into the hole and an amber fish on a string. Before exiting the underground dig site, don't forget to take back the Sunstone from the mural. You can also take back the wooden peg if you want. Go back to the generator and open it. There's a spark plug inside that you'll need. Shut off the generator and take the spark plug. Back on the surface, head towards the truck. Put back the distributor cap and the spark plug. Close the hood and the truck is now ready to bring you back to the airport. Next destination : the Island of Crete. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-6. Crete - Old Ruins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Arrived in Crete, head to the left. You'll end up in some old ruins. Cross the small bridge and head to the left again. At the end of the path, you'll find a surveyor's instrument. Pick it up and head back to the bridge, this time, passing under it to reach the other parts of the ruins. Enter all the entrances you come across until you discover a strange mural on the wall. It shows some bull horns, a bull's head and a bull's tail. Two lines start from the head and the tail and cross each of the bull's horns to converge on a circle. Indy thinks that might be one of the stone disks. Back outside, push around piles of stones you find to try and discover the bull's head and the bull's tail. Once you discover the bull's head, place the surveyor's instrument on it and use it. Align the transit with the left side horn. Once you discover the bull's tail, place the surveyor's instrument on it and use it. Align the transit with the right side horn. The two lines that Indy traced will converge to place a yellow "X marks the spot" on the ground. Use the ship rib on the yellow "X" and he'll discover the second stone disk, the Moonstone. Go back to the right, towards where the plane landed and head for the right from there. You'll notice a stone pedestal there. First, open the Lost Dialogue of Plato and look for the passage that speaks of the Greater Colony and the Moonstone. It will give you a hint on how to align the Sunstone and the Moonstone. Insert first the Sunstone and then the Moonstone on the stone pedestal. Align both stones correctly and a passage will open on the right. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-7. Crete - Labyrinth -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You'll find yourself in an old labyrinth. First, pick up two of the statues that are sitting on the stone platform. Go through the door and when you're on the other side, use your whip on the last statue head in the other room. Explore the labyrinth until you find a room with a minotaur statue. Use your whip on the minotaur's head and it'll fall off, tumble down the stairs and land on the pressure plate below. Step on the pressure plate and you'll go down. Down there, you'll find a skeleton. That's Dr. Sternhart, the man you met in Tikal, the one who stole the Worldstone from you. Take back the Worldstone, the last stone disk and pick up his staff too. Now, look at the waterfall on the right side of the cave. Indy will discover a chain. Climb up the chain. Sophia will wait for you down there. Next, find the room where there's a stone helf with the head of some king on top. Place all 3 statue heads you found earlier on the stone shelf and the gate will open. Once you're past the gate, take the passage that goes up. You'll end up in a room with a chasm, a stone shaft and a golden box on the other side. Use your staff on the chock near the stone shaft. That will free up the counterweight for the elevator. Head back down the way you came and take the right passage. You'll end up in a room with a giant statue head. Insert the staff inside the statue's mouth and the elevator will rise. After the elevator has risen, step off and pick up the gold box. You'll find two more orichalcum beads underneath it. Next, head back down to the place where you found Sternhart's skeleton and where Sophia is waiting for you. Head to the room in the back. You'll have to convince Sophia to boost her through the hole. Once she's on the other side, she'll use a pulley and it'll open the gate, allowing you to pass. Now, you need to put all of your orichalcum beads inside the gold box. Try using the amber fish on a string. It will point at Sophia's necklace. Ask Sophia to put her necklace inside the gold box. Once those two things are done, your orichalcum detector, the amber fish on a string will help you find the way out of the labyrinth. Use it and it will eventually point you in the direction of a blank wall. Use your ship rib on the wall to discover a door. Open the door and go through. On the other side, you'll find yet another oricalchum bead (it was what set the orichalcum detector off). Go to the right and you'll enter some kind of map room with some kind of scale model of Atlantis. In the center of the model, there's a stone spindle. First, open up your Lost Dialogue of Plato and read the passage concerning the Worlstone that's needed to approach Atlantis itself. Put the three stone disks on the spindle and align them according to the clues given in the Dialogue. That will open up a door. Go through the door. Klaus Kerner will appear and say that he has captured Sophia. He wants the stone disks in exchange for Sophia. Kerner will take the disks and trap Indy inside the room. Look on the far right of the room for the rock wall. Use the ship rib on the rock wall. You'll see a cutscene on some Nazi U-boat with Sophia and Kerner. Eventually, Indy will come out of the labyrinth and notice the Nazi U-boat near the docks. Walk towards the submarine. Climb to the top and open the top hatch. He'll be intercepted by the captain. Indy will slug him and enter the submarine. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-8. Nazi Submarine -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once you have control of Indy again, use the intercom and tell everyone to head for the aft torpedo bay. You can try using the big lever there but it will snap right off. Head to the left, towards the kitchen. Pick up some bread, some cold cuts and the porcelain mug. Go to the left again and you'll end up in some kind of machine room. There, you'll find both the speed lever and the reverse switch. Use both of them. Go back to the kitchen and open the trap door leading to the lower floor. Down there, use the porcelain mug on the leaking battery acid. Next, head to the right, and you'll see Sophia being guarded by a Nazi guard. Tell her to distract him. Go back up a floor and head down the ladder next to the guard Sophia is distracting. Take the plunger and head back up. Head for the right and open the trap door that leads to the strong box. Use the acid-filled mug on the strong box. Inside, you'll find your three stone disks and a small key too. Next, go back to where Sophia is being guarded and talk to the guard. Mention something about "bucket" or "pail". Sophia will pick up the bucket next to her and whack the guard on the head with it, knocking him out cold. Now, use the key you just found on the steering wheel the guard was standing next to. That will unlock the emergency rudder control wheel. Use it. Next, head back to where you first entered the submarine and where you found that lever that broke off. Use the plunger on the broken lever and that will do nicely. Once you've found all of the submarine's controls, you can navigate it and have it enter the airlock entrance. You've now reached Atlantis! Go to section 6-0 to continue your adventure. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-0. Wits Path -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- So, you've decided to continue your adventure alone, using your wit and charm to get you through the rest? Well, Sophia will remain in New York while you can head off either to Monte Carlo to find Alain Trottier or Algiers, to find Omar Al-Jabbar. First, head to Monte Carlo. As soon as you get there, you might want to take a little time to read the Lost Dialogue of Plato carefully. You're going to need its information soon. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-1. Monte Carlo - Part One -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once in Monte Carlo, start looking for Trottier. Since Indy has never met him, he doesn't know what he looks like. There are a lot of strangers walking around in the street. You can talk to them to get hints on how Trottier looks like. He's fairly easy to spot out. He's the man who has balding grey hair and a brown suit with a white flower on it. Once you've found him, talk to him and be as modest as possible, trying to not insult him. If you do manage to insult him, he won't talk to you for a while. Eventually, he'll ask you a question on Atlantis. The question he asks changes very time you play the game. Once you've answered his question correctly, he'll give you his business card and be on his way. Get into a taxi and go to the airport. Head to Algiers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-2. Algiers - City -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- First, you need to find Omar Al-Jabbar. Head towards the shop in the back alley to the left. There's a storekeeper there named Paul Abdul, Omar Al-Jabbar's servant. Talk to him and ask him if you can meet Omar. He'll say that he's a very busy man and that he needs a very good reason to go and disturb him. Show him Alain Trottier's business card and he'll leave the shop to go talk to Omar. You can try following him into the city but it will be very difficult to make him out in the crowd. However, if you'll notice carefully, when you're on the city map, there's a red dot moving around. Wait for the red dot to enter the market and then enter the market. You'll see a man wearing a red fez there. Talk to him and say that his fez looks festive. Be careful, if you choose the wrong dialogue line, he'll leave and you'll have to go find him again in the city streets. (Note: It IS possible to follow the servant without getting the fez, but it's a LOT harder. If you're interested in getting all the IQ points then you should attempt both.) The precise line of dialogue to get the fez goes like this: > "Nice fez." (don't choose anything else first) > "Festival? Which festival?" (optional) > "No, but that's quite a hat." > "It's better than a sharp stick in the eye." > "It's very festive." > "Well..." or "I am frustrated." Then pick either line (it doesn't matter) and he'll happily hand over his fez. Once you have the man's red fez, head back to the shop in the back alley. The servant might not be back yet so wait for him. When he gets back, he'll say that Omar is sorry but that he can't see you right now. Give the fez to the servant. He'll ask why he should take your fez. The answer is random so you'll have to try until you get the right one (although you'll get a clue by trying to buy one of the pots). Once he's wearing the fez, talk to him again and ask him if he can go ask Omar for a meeting again. He'll once again leave the shop. However, this time, when you follow him, he'll be the red dot on the city streets. Follow him around and eventually, he'll enter a building. Enter Omar's house. Omar will not be very pleased. He'll ask Paul to leave and go alert the police while he entertains you. First, walk over to the closet. Omar will follow you inside, asking you to leave his things alone. Exit the closet and close the door. That will trap him inside. Pick up the piece of bamboo, Omar's statue and the blackbird statue. Next, use the bamboo stick on the hanging cloth. The stick will break but you'll find a map. Use the camel that's outside the window and head outside the city. Note: The statue and blackbird statue were in Indy's office in the Last Crusade adventure game. (In Last Crusade, looking at the bird statue got a Star Wars reference, in Fate of Atlantis you get a reference to the 1940's film noir "The Maltese Falcon" instead.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-3. Algiers - Desert -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You'll have to travel through the desert, evading legionnaire patrols. If you ever get intercepted by a legionnaire, you can bribe using the statues you found inside Omar's house. Stop at each of the nomad camps, asking for directions. They'll tell you where the "X" is according to their camp. Eventually, you'll find a nomad that says that the "X" is very close. Once you exit the camp, you'll see a red "X" in the desert. Go there and you'll have found a dig site. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-4. Algiers - Dig Site -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once on the dig site, head down the ladder to the underground chamber. It will be dark inside so you'll have to find a way to make light. Pick up the long, tubular thing (a hose) and the clay thing (a clay jar). You'll find an orichalcum bead inside the jar. Head back to the surface and go to the truck. Open the gas tank and insert the hose in it. Then, use the clay jar on the end of the hose. That will fill it up with gas. Head back down to the dark room and look around for a metal thing (a portable generator). (Note how the room gets slightly lighter as Indy's eyes slowly adjust to the darkness -- neat touch!) Try and find the metal cap, that's the gas cap. Open it and use the gas-filled jar on the gas-filler pipe. Close the gas cap. Next, look for a small metal thing. That's the switch. Push the switch and the generator will turn on, making light so that you can see around the room. Pick up the ship rib. You can use the ship rib on the crumbling wall to the right but it will only uncover a now unreadable mural that might have been a map to Atlantis. Head to the left of the room and examine the painting. See that round object on the painting? Push it. A small compartment will open up in the bottom of the mural painting. Insider, there's a statue like the one you found in Caswell Hall during the introduction. Before leaving the underground room, shut down the generator and open it up. Pick up the ceramic thing inside (a spark plug). Head back to the surface and go to the truck. Open the hood of the truck and use the spark plug on the engine. Close the hood and open the truck's door. On the seat, you'll find a piece of paper. It seems that Uberman and Kerner have set a trap for Trottier in Monte Carlo, using Sophia as bait! Best get going! Wait! The truck won't start... Use an orichalcum bead in the horned statuette you've just found. The horns will become electrified. Open the hood of the truck and use the charged statuette on the spark plug. Close the hood and head to the airport. You need to go warn Trottier about the Nazi's plans! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-5. Monte Carlo - Part Two -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When you arrive in Monte Carlo, locate Trottier and try to warn him about the Nazi plot. He won't believe you and he'll take out a stone disk out of his jacket. That will attract the attention of the Nazis. They'll drive by, kidnap Trottier and head off. A car chase scene will occur. Basically, what you need to do is ram the Nazi's car a few times. Eventually, there will be a collision. The two Nazis who kidnapped Trottier will run away from the car crash. After regaining your senses, go over to Trottier to see if he's alright. After thinking a little, Trottier will say that he's recently acquired a Sunstone, one of the three stone disks Plato talks about in his Dialogue. He also says that he knows where you can find an entrace to the Lost City itself. He says it's on the island of Thera, south of Greece. He's convinced that Thera is the Lesser Colony Plato talks about in his dialogue. He says he'd give you the Sunstone but he threw it out of the window of the car during the chase. He'll tell you on which street corners he threw it out though. He'll write the street names on the telegram. After a bit of searching through the streets, you'll eventually find the Sunstone in one of the sewer drains. Once you've found the Sunstone, head back to the hotel, get into the taxi and head for the airport. Next destination : Thera, south of Greece. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-6. Thera -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After landing on Thera, check out that crate next to the port authority. There is an hot air balloon inside. However, to take it, you need to bring an invoice to the port authority. Go to the left and you'll see a very large basket. Try and pick it up and the port authority will stop you again, telling you that it belongs to him. He's willing to trade the basket for a little souvenir from the archeological dig in the mountains. You can pick up the fish net that's hanging close to the basket though. Leave the dock and head for the mountains. Once in the mountains, you'll notice three different locations you can go to : a notch, a cleft and a gap. Head for each one until you find the entrance to a cave. Outside the cave, there's an empty opened crate. Close it and you'll see the invoice for the observation balloon. Pick it up. Enter the cave. You'll end up inside a room with an opened door and a bunch of crates. Pick up the entrenching tool from the pile of crates. The cave entrance will cave in but don't worry about that for now. Close the door and a small stone compartment will open to the right of the door, with a stone spindle on it. Open up the Lost Dialogue and read the passage about a Sunstone being needed for the Lesser Colony. Put the Sunstone on the spindle and align it. Press the peg and if aligned correctly, you'll hear a "klik" sound. Open the door and you'll see a stone carving inside. Pick it up and close the door again. Take back the Sunstone from the spindle and head for the cave's entrance. Open up the entrenching tool. You'll find a note from Sophia inside, saying that she's been kidnapped by the Nazis and that she needs your help. Use the entrenching tool on the caved in door. You'll see a cutscene with Kerner, Ubermann and Sophia. They leave the Thera docks to board a Nazi submarine. Head back to the dock and first, give the invoice to the port authority to get the hot air balloon. Next, give him the stone carving you found inside the dig site. He'll translate it for you. Seems Kerner is heading for the Greater Colony of Atlantis, on Crete. The port authority will allow you to take the large basket. First, open up the crate and pick up the hot air balloon. Pick up the basket too. You now have everything you need to put together the balloon. Use the fishnet on the balloon and the now harnessed balloon on the basket. Finally, use the hose on the contraption. You now have a deflated balloon. You need hot air though. Head back to the dig site entrance in the mountains. There's a vent there to the right. Use your rig on the vent and the balloon will inflate. Use it and you'll fly off Thera. Once you're floating over the sea in the balloon, you need to locate the submarine. You can navigate the balloon by either venting hydrogen or dropping ballasts. Eventually, you'll find the Nazi submarine. Land on it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-7. Nazi Submarine -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Indy will land near the submarine. A sailor will look at the balloon fly by. Once Indy's on the submarine, he'll knock the sailor senseless and he'll borrow his uniform. You'll now have Indy's gear in your inventory. Enter the submarine by opening the top hatch. Climb down to the deck where you'll see a guard standing next to some lockers. Go to the left, to the kitchen. Pick up some bread and some cold cuts and make yourself a sandwich. Go back to the forward section where the guard is standing. Give your sandwich to the guard (or eat it in front of him if you're feeling cruel :). He won't want to take yours so you'll suggest that he goes make one for himself. He'll accept and go to the kitchen. Open the lockers and inside, you'll find a Moonstone and some torpedo instructions. Head to the right and you'll see a cutscene. The sub changes course and heads for Knossos on the island of Crete. You'll see Kerner, Ubermann and Sophia on top of the submarine. Indy says he'd better find a way out of the submarine. He can't exit through the top hatch because there's a soldier standing guard. Head to the right and take the clothesline. Head to the right again, where the Captain is reprimanding two of his men. Pick up the oily rag. Go back to the aft section of the sub. Head for the far left. You'll see a damaged torpedo tube. Use the torpedo instructions on the control panel. That will ready the tube to be fired. Put the oily rag on the exposed wires. Pull the lever. That will start a fire, which will attract the attention of the crew from the other section. Go to the head and open the door. Get inside and close the door. Use your Indy gear to change back into your old clothes. Head to the far right section of the sub. Use the torpedo instructions on the control panel there. Open the torpedo tube and use the clothesline on the lever. Get inside the tube and close it. Pull the clothesline. You'll be torpedoed outside in the water, near the docks on Crete. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-8. Crete - Labyrinth -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You can go to the left, to the old ruins but you won't find anything of importance there. Go where the stone spindle is. Open up the Lost Dialogue of Plato and read the paragraph about the Moonstone being needed as well. Put the Sunstone and the Moonstone on the spindle and align them accordingly. A secret door will open, leading to a huge labyrinth. First, pick up two of the statues that are sitting on the stone platform. Go through the door and when you're on the other side, use your whip on the last statue head in the other room. Explore the labyrinth until you find a room with a minotaur statue. Use your whip on the minotaur's head and it'll fall off, tumble down the stairs and land on the pressure plate below. Step on the pressure plate and you'll go down. Down there, you'll find a skeleton. That's Dr. Sternhart, the man you met in Tikal, the one who stole the Worldstone from you. Take back the Worldstone, the last stone disk and pick up his staff too. Pick up the wool scarf too. You'll find a rubber comb inside. Read the note next to Sternhart's skeleton about static electricity being able to detect orichalcum. Now, look at the waterfall on the right side of the cave. Indy will discover a chain. Climb up the chain. Next, find the room where there's a stone helf with the head of some king on top. Place all 3 statue heads you found earlier on the stone shelf and the gate will open. Once you're past the gate, take the passage that goes up. You'll end up in a room with a chasm, a stone shaft and a golden box on the other side. Use your staff on the chock near the stone shaft. That will free up the counterweight for the elevator. Head back down the way you came and take the right passage. You'll end up in a room with a giant statue head. Insert the staff inside the statue's mouth and the elevator will rise. After the elevator has risen, step off and pick up the gold box. You'll find two more orichalcum beads underneath it. Go through the north door and you'll find a room with a microtaur in it. Put an orichalcum bead in the horned statuette you found in Algiers. The horns will once again become charged with electricity. Use the charged statuette on the hatch of the microtaur. It will activate itself and dig a hole through the wall. Crawl through the hole. You'll enter some kind of map room with some kind of scale model of Atlantis. In the center of the model, there's a stone spindle. First, open up your Lost Dialogue of Plato and read the passage concerning the Worlstone that's needed to approach Atlantis itself. Put the three stone disks on the spindle and align them according to the clues given in the Dialogue. That will open up a door. Go through the door. You'll find yourself in a room with a waterfall. You need to make an orichalcum detector. First, open up the gold box and put your orichalcum beads inside and close it. Then, use the clothesline you found in the sub on the rubber comb. Use the wool scarf on the comb and it will become charged with static electricity. Use the comb on a string. It will point in the direction of the door on the right. Go there, Indy will walk behind the waterfall. Once in the room, use the scarf on the comb again and use the comb on a string again. It will point to the bones. Look at the bones and you'll find a couple more beads. Head back to the room with the waterfall, charge up your comb and use it. It will now point to that blank wall in the back. Use your open entrenching tool on the wall and you'll find a hidden door. Open it and go through. You'll find yourself in some kind of subway system. There's an orichalcum bead on the floor. That's why your detector was pointing in this direction. Anyway, use an orichalcum bead in the mouth of the subway car. It will activate and Indy will climb in. You're heading for the Lost City of Atlantis. Hang on tight! Go to section 6-0. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-0. Fists Path -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You want to continue the adventure using your brawn and fists eh? Very well. Your first destination will be Monte Carlo. Well, Sophia will remain in New York while you can head off either to Monte Carlo to find Alain Trottier or Algiers, to find Omar Al-Jabbar. First, head to Monte Carlo. As soon as you get there, you might want to take a little time to read the Lost Dialogue of Plato carefully. You're going to need its information soon. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-1. Monte Carlo -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once in Monte Carlo, start looking for Trottier. Since Indy has never met him, he doesn't know what he looks like. There are a lot of strangers walking around in the street. You can talk to them to get hints on how Trottier looks like. He's fairly easy to spot out. He's the man who has balding grey hair and a brown suit. Once you've found him, talk to him and be as modest as possible, trying to not insult him. If you do manage to insult him, he won't talk to you for a while. Eventually, he'll ask you a question on Atlantis. The question he asks changes very time you play the game. Once you've answered his question correctly, he'll give you his business card and be on his way. Get into a taxi and go to the airport. Head to Algiers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-2. Algiers - City -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- First, you need to find Omar Al-Jabbar. Head towards the shop in the back alley to the left. There's a storekeeper there named Paul Abdul, Omar Al-Jabbar's servant. Talk to him and ask him if you can meet Omar. He'll say that he's a very busy man and that he needs a very good reason to go and disturb him. Show him Alain Trottier's business card and he'll leave the shop to go talk to Omar. He'll always return, saying that Omar can't see you right now. When you ask Paul to go see Omar, follow him outside in the city streets. He'll eventually duck inside a house. Enter the house. You'll see a Nazi soldiers asking questions to Omar. You can either beat the crap out of the Nazi soldier or take the easy way out and use your whip on the hanging crockery that's looming over the soldier's head. When you've dealt with the soldier, Omar will be very grateful. He'll speak about Kerner and his team having discovered something in the desert, building a dig site of some kind. Omar thinks they've found an outpost from the Lost Kingdom. Since you saved his life, he'll give you a map and a camel and speed you on your way. Omar and Paul will leave the house. However, Omar forgets to tell you about the map and the camel. Anyway, look around his house, you can take the two statues, but they have absolutely no use on this path. Take the bamboo stick and use it on the hanging cloth. The stick will break but you've got your map. Use the camel and you'll head out into the desert. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-3. Algiers - Desert -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You'll have to travel through the desert, evading Nazi patrols. If you ever get intercepted by a Nazi, you'll have to beat him senseless or die. Stop at each of the nomad camps, asking for directions. They'll tell you where the "X" is according to their camp. Eventually, you'll find a nomad that says that the "X" is very close. Once you exit the camp, you'll see a red "X" in the desert. Go there and you'll have found a dig site. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-4. Algiers - Dig Site -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once on the dig site, head down the ladder to the underground chamber. On your way there, notice the rope ladder hanging from the sky. It will be dark inside so you'll have to find a way to make light. Look around for a metal thing (a portable generator). Next, look for a small metal thing. That's the switch. Push the switch and the generator will turn on, making light so that you can see around the room. Pick up the ship rib, the wooden peg and the clay jar with an orichalcum bead inside. Head to the left of the room and examine the painting. See that round object on the painting? Push it. A small compartment will open up in the bottom of the mural painting. Insider, there's a stone disk, a Sunstone. Next, use the ship rib on the crumbling wall to the right. You'll find a mural of the island of Crete. There's a hole in the middle of the island. Use your wooden peg on the hole and use your Sunstone on the peg. Look inside Plato's Dialogue and search for the passage that talks about the Sunstone. Align the Sunstone according to the passage and a secret door will open. Pick up the Sunstone but leave the peg there or the door will close. Exit through the door. (You couldn't exit the underground room by using the ladder because the Nazi soldier in the balloon next to the site would shoot at you). You'll climb out of a hole and a gun-toting Nazi guard will surprise you. Make one false move and he'll kill you on the spot. Use your whip on him to disarm him. Beat him senseless using your fists. Go to the left and climb up the rope ladder, getting inside the balloon. Once you're airborne, fly towards the north (off the top of the map) and you'll eventually reach the island of Crete. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-5. Crete - Old Ruins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Arrived in Crete, head to the left. You'll end up in some old ruins. Cross the small bridge and head to the left again. At the end of the path, you'll find a surveyor's instrument. Pick it up and head back to the bridge, this time, passing under it to reach the other parts of the ruins. Enter all the entrances you come across until you discover a strange mural on the wall. It shows some bull horns, a bull's head and a bull's tail. Two lines start from the head and the tail and cross each of the bull's horns to converge on a circle. Indy thinks that might be one of the stone disks. Back outside, push around piles of stones you find to try and discover the bull's head and the bull's tail. Once you discover the bull's head, place the surveyor's instrument on it and use it. Align the transit with the left side horn. Once you discover the bull's tail, place the surveyor's instrument on it and use it. Align the transit with the right side horn. The two lines that Indy traced will converge to place a yellow "X marks the spot" on the ground. Use the ship rib on the yellow "X" and he'll discover the second stone disk, the Moonstone. Go back to the right, towards where the plane landed and head for the right from there. You'll notice a stone pedestal there. First, open the Lost Dialogue of Plato and look for the passage that speaks of the Greater Colony and the Moonstone. It will give you a hint on how to align the Sunstone and the Moonstone. Insert first the Sunstone and then the Moonstone on the stone pedestal. Align both stones correctly and a passage will open on the right. A Nazi soldier will come out. Punch his lights out and enter the door. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-6. Crete - Labyrinth -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- First, pick up two of the statues that are sitting on the stone platform. Go through the door and when you're on the other side, use your whip on the last statue head in the other room. Explore the labyrinth until you find a room with a minotaur statue. Use your whip on the minotaur's head and it'll fall off, tumble down the stairs and land on the pressure plate below. Step on the pressure plate and you'll go down. Down there, you'll find a skeleton. That's Dr. Sternhart, the man you met in Tikal, the one who stole the Worldstone from you. Pick up his staff. Read the note next to Sternhart's skeleton. Now, look at the waterfall on the right side of the cave. Indy will discover a chain. Climb up the chain. Next, find the room where there's a stone helf with the head of some king on top. Place all 3 statue heads you found earlier on the stone shelf and the gate will open. Once you're past the gate, take the passage that goes up. You'll end up in a room with a chasm, a stone shaft and a golden box on the other side. Use your staff on the chock near the stone shaft. That will free up the counterweight for the elevator. Head back down the way you came and take the right passage. You'll end up in a room with a giant statue head. Insert the staff inside the statue's mouth and the elevator will rise. After the elevator has risen, step off and pick up the gold box. You'll find two more orichalcum beads underneath it. Next, find the door blocked by a stone slab. Use brute strength and push it about five or six times and it will fall over. You'll end up in a cave with a chasm. There's a rocky outcropping over the chasm. Use your whip on the outcropping and Indy will swing across. Enter the door and you'll see two Nazi guards talking at the end of a hallway. As soon as you walk in front of the hallway, one of the guards will come investigate. Quickly walk behind the right stone slab and push it when the guard is in front of it. (Alternatively you if you don't hide you can fight him normally -- be warned though: he's tough!) Enter the hallway and meet his friend, Franz. Beat him senseless to continue. You'll arrive into a cave with four doorways. Go through one of the two left side ones. Whatever you do, don't go into the right side one first. Anyway, in the side passages, you'll encounter Nazi soldiers. Beat the hell out of them. Eventually, you'll arrive in a cave with a stalactite hanging over one of the guards (he's a very tough guard to beat in hand to hand combat). Push the stalactite and it will crush him. Return to the room with the four doorways and head for the right. You'll see the crushed guard there. Pick up the stalactite. Go right. Now, if you go into the north door, you'll encounter a very tough looking Nazi soldier (who is physically impossible to beat by the way) called Arnold. He'll ask you to suggest a good drinking song for him to sing, if you do he'll let you pass without a fight (so long as you don't suggest "Yankee Doodle Dandy"!). Instead, head for the right passageway and you'll notice a boulder atop a slope. You have two items in your inventory that you can use for leverage to free the boulder : the ship rib and the stalactite. Use either one on the boulder and it will break. The stupid boulder will roll to the left and block the door you came in through. Go through the other opening. You'll meet Arnold, the singing Nazi guard. Give him a good song name and he'll let you pass. Back in the previous passage, use your remaining item for leverage on the boulder that's blocking the door on the right. The boulder will roll down the slope and crush the tough-looking guard, allowing you to pass. Search Arnold's body and you'll find an amber fish on a string along with a couple of orichalcum beads. Go through the door on the left. You're in some kind of map room. There's a stone spindle in the middle of the map. Only one problem. You need the third stone disk, the Worldstone and you don't have it. Time to go orichalcum detecting in the cave. First, place all your orichalcum beads inside the gold box and close it. Go to the room where you crushed Arnold and use the amber fish on a string. If it doesn't detect anything, move to the other rooms and try your detector in rooms where there are pits. It will eventually point downward in a pit. Talk to the pit. Sophia is down there! Use your whip on the pit to help her climb out. She'll give you what she found down there... The Worldstone Sternhart stole from you in Tikal! Head back to the map room. First, open up your Lost Dialogue of Plato and read the passage concerning the Worlstone that's needed to approach Atlantis itself. Put the three stone disks on the spindle and align them according to the clues given in the Dialogue. That will open up a door. Go through the door. You'll find the labyrinth exit. There's a stone pointer there as well. According to the markings, it seems to be pointing north towards the Lesser Colony of Atlantis. Only major landmass north of here is a volcanic island called Thera. That's your next stop. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-7. Thera -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once on Thera, head up the hill to the left that heads into the mountains. Once in the mountains, you'll notice three different locations you can go to : a notch, a cleft and a gap. Head for each one until you find a truck. Take the tire repair kit next to it. Head back to the docks. Read up in the Dialogue about the distance and location of the Lost City from the Lesser Colony. Talk to the ship captain there. Ask him if he can take you to Atlantis. He'll ask some directions. Now, for example, if the passage in the Dialogue says that the "Lesser Colony is 270 miles northeast from the Lost City", you'll have to divide the distance by 10 because of Plato's tenfold translation error. The northeast part will have to be changed to southwest as well, since you're moving from the Lesser Colony to the Lost City. Once you're on the sea and you reach the location that you provided the sea captain, open up the locker and take out the diving suit. Use the tire repair kit on it to fix the hole. Next, use the air hose on the repaired suit. Use the suit and Indy will put it on. However, he can't move in the thing. When Sophia takes over, first, turn on the air compressor. Next, use the hoist on Indy in the suit. A Nazi submarine will pull up next to the boat while Indy is diving. Kerner shows up, kidnaps Sophia and cuts the hose, leaving Indy with about only 3 minutes of air before he suffocates. Simply head for each of the doorways that are located underwater until you find the entrance to Atlantis. Head for section 6.0 once you find it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6-0. Atlantis - Airlock Room -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You've reached the fabled city of Atlantis! Depending on which path you took to get here, the situation will change slightly. Team Path : ----------- You arrive in the airlock using the Nazi submarine and you're with Sophia. It will be very dark inside the room. You'll have to go by moving your mouse pointer over various objects. Pick up the wood thing (a ladder). Walk towards the right of the room and you'll notice some stone rubble. At this point, Sophia will get kidnapped and you'll be on your own. Use the ladder on the stone rubble (rocky incline). Use the ladder to climb up the rocky incline. To the left of the door where you saw Sophia being taken, there's a stone thing. It's a stone box. Open it and pick up the metal rod inside. Use one of your orichalcum beads in the metal rod. That will give you light to illuminate the place. To the right of the metal door, there's a stone statue with a spindle in its base. Put the Sunstone, the Moonstone and the Worldstone on the spindle. Look inside the Lost Dialogue of Plato and look for the passage about "final entrance being yielded only to contrary minds." You have to align the stone disks in the contrary way that you did for the Greater Colony on Crete. Once you've aligned all 3 stone disks correctly, the mouth of the statue will open. Use one of your orichalcum beads in it and the metal door will open, allowing you access to the rest of Atlantis. Make sure you pick up the ladder and stone discs before leaving, you'll need them later! Wits Path : ----------- The subway car you were on will crash through a wall and you'll end up in a very dark place. You'll have to go by moving your mouse pointer over various objects. Pick up the wood thing (a ladder). Walk towards the right of the room and you'll notice some stone rubble. Use the ladder on the stone rubble (rocky incline). Use the ladder to climb up the rocky incline. To the left of the door, there's a stone thing. It's a stone box. Open it and pick up the metal rod inside. Use one of your orichalcum beads in the metal rod. That will give you light to illuminate the place. To the right of the metal door, there's a stone statue with a spindle in its base. Put the Sunstone, the Moonstone and the Worldstone on the spindle. Look inside the Lost Dialogue of Plato and look for the passage about "final entrance being yielded only to contrary minds." You have to align the stone disks in the contrary way that you did for the Greater Colony on Crete. Once you've aligned all 3 stone disks correctly, the mouth of the statue will open. Use one of your orichalcum beads in it and the metal door will open, allowing you access to the rest of Atlantis. Make sure you pick up the ladder and stone discs before leaving, you'll need them later! Fists Path : ------------ Indy will get out of that diving suit. He'll be in a very dark place. You'll have to go by moving your mouse pointer over various objects. Pick up the wood thing (a ladder). Walk towards the right of the room and you'll notice some stone rubble. Use the ladder on the stone rubble (rocky incline). Use the ladder to climb up the rocky incline. To the left of the door, there's a stone thing. It's a stone box. Open it and pick up the metal rod inside. Use one of your orichalcum beads in the metal rod. That will give you light to illuminate the place. To the right of the metal door, there's a stone statue with a spindle in its base. Put the Sunstone, the Moonstone and the Worldstone on the spindle. Look inside the Lost Dialogue of Plato and look for the passage about "final entrance being yielded only to contrary minds." You have to align the stone disks in the contrary way that you did for the Greater Colony on Crete. Once you've aligned all 3 stone disks correctly, the mouth of the statue will open. Use one of your orichalcum beads in it and the metal door will open, allowing you access to the rest of Atlantis. Make sure you pick up the ladder and stone discs before leaving, you'll need them later! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6-1. Atlantis - Maze -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- From this point, you can basically go wherever you want inside this maze. The halls and rooms go in a concentric circle. There are many rooms to explore and Nazi soldiers patrol the halls. If you ever encounter a guard, you'll have to either fight him and beat him senseless (which allows you to loot some bratwurst sausage from one of them) or run like a sissy. The location of each of the key rooms changes every time you play so you'll have to do a little exploring. Basically, explore every room where there's a question mark. Once you discover a room, its name will appear on the map whenever you move your mouse pointer over it. There are rooms where you will find nothing of value but there are also various key rooms. There are also rooms where you'll find grates that you can open and go through to reach other rooms in other parts of the maze. The main objective in this section is to collect every item you can find inside the maze, find more orichalcum beads and to rescue Sophia from the Dungeon Room. Consult the following room descriptions for more information. Machine Room ------------ There's a huge machine inside this room. The machine allows you to produce orichalcum beads. However, there are missing parts to the machine, which you need to find in other parts of the maze. There are two pegs where you can put parts. On the left peg, there's a bronze wheel. You can pick it up if you want but its best to leave it there until you are completely done using the machine to produce orichalcum beads. To create orichalcum beads, you need to first put the bronze spoked wheel on the right peg and then go to the upper part of the machine and pour your cup filled with lava inside the funnel. Then, you go back down and pick up the beads in the dish. You can go back to get lava in the lava room as many times as you wish. However, after a while, Indy will say that he can't carry any more beads. Just remember to pick up the bronze spoked wheel after you're done with the machine. Robot Rooms ----------- You'll find two rooms inside the maze that contain damaged and dismantled robots. You'll find a bronze gear in one and a bronze spoked wheel in the other. Take the two parts. You'll need them later on. Statue Room - Fish Head ----------------------- Inside this room, you'll find a statue with a fish head. Take the fish head. Statue Room - Chasm ------------------- There's a statue holding a stone cup on the other side of the chasm in this room. Use your ladder on the hole to cross over to the other side to pick up the cup. Don't forget to take back your ladder when you cross the chasm again. Lava Pump Room -------------- There's a massive pump in this room that pumps lava through the entire maze. To get some lava, first, you need to put the cup on the pedestal and then put the fish head on the plaque. That will fill the cup up with lava. You can return here as many times as you wish to get lava. Crab Room --------- Inside this room, there's a pool with crabs going in and out of it. You need to capture one of the crabs. You need to set some kind of trap. You can use the ribcage you found on the skeleton in the subway car. To bait the cage, you can either use the bratwurst you found on one of the patrolling Nazi soldiers or use the sandwich (which you can make by using the bread on the cold cuts - you can find those in the Nazi submarine - Team and Wits Paths only). Once the cage is baited, use it on the pool and wait for a crab to get captured. Once you've captured one, pick up the ribcage. Eel Room -------- This room can only be reached by crawling through a grate from another room. Inside, there's an eel sculpture like the one you found back in Iceland. Pick it up. Subway ------ This subway is always in the same location, in the lower right hand corner part of the maze, in the outer corridor. You'll find a skeleton sprawled on the crashed subway car here. Take the ribcage. Sentry Room ----------- The double door in this room is submerged in a pool of water. To clear out the water, simply insert an orichalcum bead inside the eel sculpture that you find in one of the rooms. The sculpture will heat up, Indy will throw it in the pool and the water will evaporate. Once the water is evaporated, simply use another bead inside the statue's mouth and the door will open, allowing you access to the Dungeon Room and the canal system. Dungeon Room ----------- You can reach this room via two grates and via the main entrance. You can't enter the Dungeon Room using the two grates. One of the grates, the one under the prison cells is useless. However, the other grate, the one near the huge sentry statue on the left is very useless. When you reach that grate, insert an orichalcum bead inside the statue and watch as it activates and crushes the poor Nazi soldier guarding the cells. Notice that there's a gear that comes out of the statue as it crashes to the floor. The other grating can then be used to talk to Sophia, although there isn't really anything interesting to say or hear. (Alternatively you can decide to NOT to kill the guard with the statue. If you don't, when you eventually reach the dungeon (after passing through the sentry rooom) you will have to fight him mano-a-mano -- and he ain't easy!) Once you've reached the Dungeon using the main entrance (by going through the sentry room), pick up the statue part from the toppled sentry statue. You can't free Sophia for now so ignore her cries for help. For now, just go to the canal section of the maze. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5-2. Atlantis - Canal -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once you reach the canal, you'll notice that there's a huge octopus in the water. To make it go away, give it your trapped crab. Once the octopus is gone, you can swim in the canal. To get on the other side, click on the canal. Indy will dive into the water and emerge on the other side. Get on the crab raft and insert an orichalcum bead in its mouth to start it up. You'll notice that there are stone spindles above each of the gates leading to other parts of the canal. Just use each of your stone disk one after the other until the gate opens. There are two locations of importance in the canal. First, there's a stairway that leads to a room with a cupboard. Inside the cupboard, there's a crescent- shaped gear. Pick it up and then close the cupboard. Look at the cupboard and try and memorize the diagram there. It will give you some clues about how to place the various gears and parts inside the statue's chest plate (see lower). Second, there's an archway that leads to a room that contains a huge sentry statue and a large bronze double door. First, use the chain on the statue's right arm. Next, use the ladder on the statue. Climb up and open the statue's chest plate. Look inside. Now, you should have 5 different parts on the bottom of your screen (from left to right) : Statue part, bronze spoked wheel, crescent-shaped gear, bronze gear and finally an orichalcum bead. If you're missing one of these parts, head back to the maze and try to find them. Once you have all the parts, think back to the diagram you looked at on the cupboard earlier. Basically, you have 4 different positions for the statue's arms. Each of the positions is demonstrated on the diagram. First place the bronze spoked wheel on the middle peg. Next, place the statue part on the middle peg also. Those two parts never change places. Place the crescent-shaped gear on the right (using the two right-sided pegs) and the bronze gear on the upper left corner peg. Insert a bead inside the hole in the middle of the statue part. The statue's left arm will lower. Climb down the ladder and use the chain on the statue's left arm. Climb back up and look inside the chest plate. Just move the bronze gear to the lower left corner peg. Insert another bead inside the hole and the statue's arms will open the door. Climb back down the ladder and pick up the hinge that's on the floor. Now, you have a choice to make. You can either continue on inside Atlantis or go back to the Dungeon Room to rescue Sophia. This changes the ending of the adventure so you might want to save your game here and try both paths. Don't forget to take back your ladder before you leave... If you want to go rescue Sophia, go to section 6-3. Wether or not you choose to rescue Sophia, go to section 6-4 for the rest. For easy reference, here's the list of all the items you can find inside the Atlantis maze and their respective locations : Item Location ------------------- ---------------------------------------- Ladder Airlock Room Metal Rod Airlock Room Bratwurst On Nazi Soldier after fight Bronze Gear Robot Room Bronze Spoked Wheel Robot Room Fish Head Statue Room Cup Statue Room (w/ chasm) Trapped Crab Crab Room Eel Sculpture Eel Room Ribcage Subway Statue Part Dungeon Room (from crashed sentry statue) Crescent-shaped Gear Room inside the canal (inside cupboard) Hinge Statue room inside canal (after door opens) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6-3. Atlantis - Rescuing Sophia (Optional) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- To rescue Sophia, head back to the Dungeon Room once you have the hinge from the sentry statue in the canal room. Give the hinge pin to Sophia. Open the cage and tell Sophia you have a plan. Tell her to brace the cage with the hinge pin. She'll brace the cage with it and leave the cage. Open the cage again and that will free up the hinge pin. Pick it up and head back to the canal section with her. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6-4. Atlantis - Middle Atlantis -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If Sophia is with you, she'll start acting strange and she'll run off on her own. Follow her into the huge room with the lava pit. After talking with her for a while, you'll discover that she has been possessed by Nur-Ab-Sal. To free Sophia, simply look at her. You'll get a closeup of her necklace, which now has some glowing eyes. Insert an orichalcum bead inside the necklace's mouth. The necklace will become very hot and Sophia will take it off. Quickly open the gold box and use it on the necklace. Indy will throw the box in the lava, destroying Nur-Ab-Sal's spirt. Go up the stairs to the left and pick up the scepter. If Sophia isn't with you, simply enter the lava pit room and go pick up the scepter. Exit the lava pit room and continue down the hall, taking note of the graffiti on the wall. Go through the door on the right and you'll find a huge machine. Notice the markings on the floor as well. They'll help you operate the machine. Climb up the machine and insert the hinge pin and the scepter in the right slots to start the machine. To start the machine, put the levers in the positions that are shown on the wall outside the room. The machine will start moving along the corridor. Once you're moving, move the levers to the positions that were shown on the markings on the floor besides the machine. That will make the machine stop. It will crash through a wall and you'll find yourself in Inner Atlantis. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6-5. Atlantis - Inner Atlantis -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Walk to the middle structure. Follow the path. You'll end up in a large cavern with many doorways. The maze is fairly straightforward. Once you've found your way to the place with the lava tiles, just walk on one tile at a time, trying not to end up in a tile that will leave you isolated. While navigating through this section of Atlantis, take note of the large diagram of three concentric circles on the wall. That's the alignment of stone disks you'll need later on during your adventure. You'll eventually arrive at the Colossus... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6-6. Atlantis - The Colossus -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Inside the Colossus, you'll arrive in a room with a stone spindle. Put the 3 stone disks on the spindle and align them according to the diagram you saw in the maze of doorways on your way to getting here. For the Sunstone, you need to align the noon sun. For the Moonstone, you need to align the full moon. For the Worlstone, you need to align the volcano. Once the disks are aligned, the Colossus will be activated. Klaus Kerner, Dr. Ubermann and some Nazis enter the room. They say that this place was built to create higher beings. Kerner will want to test the machine first. Ubermann will want to test the machine with 10 beads. Indy will mention Plato's tenfold error. Kerner will suggest to try it with one single bead. The results will be less than formidable. He'll be transformed into an hideous creature with antlers and he'll plunge to his doom in the lava. Ubermann will then order Indy onto the device so that he can test it some more. From here, you can make many dialogue choices, many of which will end up very disastrous for Indy. Basically, what you need to do is always refuse answering how many beads when Ubermann asks you. After that, you need to tell him that for his sake, you hope this won't work. He'll ask why. Tell him that once you're a god, you're sending him straight to hell. After that, the sentence that will make Ubermann change his mind about testing it on Indy first mentions something an "angry god". That will make Ubermann change his mind. He'll try it out with 100 beads. He'll step onto the device and be transformed into some kind of wraith that will eventually dissipate into nothingness. The place will start crumbling apart. Indy (and Sophia, if she's with him) will escape Atlantis using the submarine. The ending will be different depending on wether or not Indy chose to go and rescue Sophia from the Dungeon Room earlier. Enjoy the ending and the credits. Congratulations! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7-0. Credits and acknowledgments -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- John "ThunderPeel2001" Walker - Added information on I.Q. Points and Fighting in the game. Also added several pieces of missing information to the walkthrough and corrected the odd error for version 1.1. -- See his Last Crusade Game Guide here: http://lastcrusade.mixnmojo.com -- Nemesis - For some helpful tips on writing this FAQ. Thanks. :) I'd also like to thank everyone that helped me decide on writing this FAQ. It was a lot of fun and I'll probably write some more in the future. I hope you've enjoyed using this walkthrough and enjoyed reading it. If you have any questions, comments or suggestions related to this FAQ, e-mail me at the address shown at the top of this document. This FAQ may be distributed, but not modified in any way without explicit permission from the author. Copyright (C) 2001, 2002 Marc "Darth Maul" Binda. Indiana Jones is a registered trademark of Lucasfilm Ltd.
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