-----------------------------FATEHELP 2.0------------------------------- The Complete Guide to Indiana Jones and the Fate of Atlantis By The Overseer overseer@pacificwest.com CONTENTS 1 - INTRODUCTIONS 1-1 ABOUT THIS GUIDE 1-2 ABOUT THE GAME 2 - THE GUIDE 2-1 GENERAL STUFF 2-2 THE LABYRINTH 2-3 THE REAL ADVENTURE BEGINS 2-4 NEW YORK 2-5 ICELAND 2-6 TIKAL 2-7 ICELAND 2 2-8 THE AZORES 2-9 BARNETT COLLEGE 2-10 THE PATHS 3 - THE WITS PATH 3-1 MONTE CARLO 3-2 ALGIERS 3-3 THE DESERT 3-4 THE DIG SITE 3-5 MONTE CARLO 2 3-6 THERA 3-7 MEDITERRANEAN SEA 3-8 NAZI SUB 3-9 CRETE 3-10 GREATER COLONY OF ATLANTIS 4 - THE TEAM PATH 4-1 ALGIERS 4-2 MONTE CARLO 4-3 ALGIERS 2 4-4 BALLOON RIDE 4-5 THE DIG SITE 4-6 CRETE 4-7 GREATER COLONY OF ATLANTIS 4-8 LEAVING CRETE 4-9 NAZI SUB 5 - THE FISTS PATH 5-1 MONTE CARLO 5-2 ALGIERS 5-3 THE DESERT 5-4 THE DIG SITE 5-5 BALLOON RIDE 5-6 CRETE 5-7 GREATER COLONY OF ATLANTIS 5-8 THERA 5-9 FINDING ATLANTIS 6 - ATLANTIS 6-1 THE OUTER GATES 6-2 ATLANTEAN MAZE 6-3 CANAL 6-4 RESCUING SOPHIA 6-5 MIDDLE ATLANTIS 6-6 SOPHIA'S PROBLEMS 6-7 THE HULKING MACHINE 6-8 INNER ATLANTIS 6-9 THE COLOSSUS 7 - INFORMATION 1 INTRODUCTIONS 1-1 ABOUT THIS GUIDE: The following is a helpful guide to the classic LucasArts adventure game Indiana Jones and the Fate of Atlantis. It's actually a major update of something I wrote years ago under a different alias, "EnforcerJC". I put it up on a personal website and never expected much from it. So why revive a long neglected strategy guide for an old game? Well, I recently stumbled upon my walkthrough posted at GameFAQS.com among other places, (who submitted it there is beyond me). But I suppose there's nothing wrong with that, I wrote the thing to help people after all. Also, I have received reader e-mail concerning the old file even to this day, saying that my work was helpful but could use even more refining. This proved to me that there were still people out there just discovering this age-old gem, and that was reason to get me interested in that guide again. So seeing as how I have some free time, I have decided to redo the file and make it even better and hopefully the best resource out there for anyone interested in this great game. Here's some boring, standard history stuff. FATEHELP 2.0, 7/15/2000 - Guide is neglected for years, major reconstruction due to more reader response. Attempts to add more detail and a smoother more narrative feel, thanks to author's improved higher level education since then =P. FATEHELP 1.5, 1997 - Reader comments encourage author to clarify certain parts of the guide for easier reading and updated contact information. Later discovered on various gaming web sites. FATEHELP 1.0, 1995 - Basic walkthrough that covered all paths. Released under the alias "EnforcerJC" on AOL as part of a ZIP package containing saved games. 1-2 ABOUT THE GAME: Indiana Jones and The Fate of Atlantis was a classic style graphic adventure from LucasArts. Released back in 1992, this game gained a lot of awards for it's excellent storytelling and true "Indy" feel. It also featured some non-linear game play and alternative endings based on decisions you make. It's by no means a cutting edge game anymore...I believe the original needed only a 286/12 MHz to run. Don't let that fool you, some of the graphic effects are pretty advanced given its age. Anyway, it had me hooked for hours when I first got it, and even today there are people out there enjoying this thing, a reason I decided to update this guide. 1-3 STORYLINE: It's 1939, the eve of World War 2. After defending good in the Last Crusade, Indiana Jones is back at Barnett College. But adventure is on the way, because Nazi agents are about to get their hands on the ultimate weapon, something more powerful than the atomic bomb. So Indy's gotta go save the world again, before the Germans gain the deadly secret that sank Atlantis and use it to win the coming war. 2 THE GUIDE Before I start of course, let me remind you to read this file at your own discretion. Figuring stuff out yourself is the best way to go and you'll feel a lot more satisfied if you do. But I know there are hard puzzles in this game. Sometimes I'll try to key you in on things of importance without necessarily giving away the solution. Then you can have a head start on solving the puzzles yourself. Always read only what you feel is necessary before going on. Also, you will find listed before each section's walkthrough a list of important items. They may just get you started in the right direction as well. 2-1 GENERAL STUFF Now before I cut to the main part, let me give you a couple of things to keep in mind while playing this. -Explore everything. Look at everything you can, talk to everyone you meet, and use what you find in every conceivable way. Sometimes the weirdest way is the best, and if it isn't you might get a humorous line of dialogue. The game engine gives you a lot of options...take advantage of it to uncover every facet of this large game. -Is there an alternative? Some puzzles in the game have different ways to solve them. Look around, you just may find something different if you play again. -Fighting...there is a simple strategy for getting past most fights in the game...just punch away. Never mind that you won't always hit with full force, chances are your enemies can't hit you if they're being hit themselves. You could also with instantly by tapping "0" on the keypad in some cases, but it's not guaranteed. Also, try talking, you don't have to always take the violent way out. And remember, save before any risky encounter. Now, for the actual walkthrough! -Once you gain Plato's Lost Dialogue, read it! The book has a decent bit of background information, clues on using certain items, not to mention the correct alignments for the stone disks used here. You can try to align them randomly, but that's only asking for a lot of trial-and- error...and this game can be frustrating enough without that extra stuff. -Also, a * by a locale denotes multiple solutions to certain problems in that area. Read carefully! -One more thing: At some points in the guide where I describe certain steps like "place item here" or "throw thing x into thing y", it usually means USE the item, I just don't like reusing the word "use" all the time. And in most other cases when I may use a synonym...you're probably smart enough to figure what I mean. Indy 4's a game for thinkers after all. 2-2 THE LABYRINTH You begin your quest in a deep, dark corner of some forgotten temple...OK, so it's actually just an attic. Look around if you wish, and then click on the PECULIAR STATUE. You'll fall into a lower room. Now you'll want to crawl down the gaping hole nearby, but Indy says it's too dangerous. Instead, pull the rope and you'll find yourself in the university library. The main exit is blocked, so do what you usually do anyway, explore. Check the bookshelves...you'll find yourself out of this place soon enough. Now you're in the basement. Do those cat statuettes look important? After that you'll fall down a coal chute. Ignore the furnace and look at the lockers. You'll quickly find what you need and finish the section. Now that was pretty straightforward, eh? 2-3 THE REAL ADVENTURE BEGINS You're back in your office where colleague Marcus Brody and a man named Mr. Smith are waiting. The object you found in the lockers is a small statue. Smith inserts a key into a hole in the piece and removes a coppery bead. "Jewelry, perhaps?" says Marcus. Suddenly Smith draws a gun and steals the statue. Watch the cool fight sequence and follow-up, where you discover that "Smith" is a Nazi spy (big surprise) and his name is really Klaus Kerner. You'll also see an issue of National Archaeology which introduces a young woman named Sophia Hapgood, a "spoiled rich kid from Brooklyn". She just happens to be a "psychic" now. Whoopee. Anyway, you're off to New York City to find Sophia. 2-4 NEW YORK * LOOK FOR: Newspaper, backside crates, stage levers Sophia's speaking at a major theater, but "The show's sold out, sir" is the only thing the clerk at the ticket booth will tell you. Pick up the nearby newspaper, and head around to the back door of the building. Note that there are a number of ways to get in, what you choose is up to you. -You can open the door and run into Biff the Doorman. He's not much for chatting and wants to force you out. To persuade him to let you in, start complimenting Sophia. Experiment with the dialogue choices a bit, and you'll find that saying she's the greatest and that she makes things easy to understand. Biff will let you in after that. -Or, you can go ahead and start being rude to this guy. Pretty soon he'll want to fight you. He's easy to beat, but if you lose you can try again. You won't get this luxury much elsewhere. -There is yet another way in. Check the crates, and push and pull them a bit. Eventually you'll clear a path to the fire escape. This allows you to bypass Biff entirely. Now that you're inside, you'll see Sophia onstage. A stagehand is also there, viewing the speech. In general, keep bugging the guy. You can also watch Sophia's presentation on Atlantis or skip it. It's alright the first time through with rants about "Nur-Ab-Sal" the Atlantean god and such. You want to reach Sophia, but the stagehand won't let you. You'll have to dive into your inventory to get you through this one...is it really that hard to figure out what to use? Didn't think so. In any case, give him the newspaper and he'll leave you alone behind the stage. You still can't walk up to Sophia, but notice the levers for the props nearby. Play around with them until they become green (duh), press the button....and you can sit back from there. After the whole deal onstage ends, you'll be in Sophia's room, only to find it ransacked. It had to be Kerner. Watch her do the neat little trick with her own orichalcum bead. Now head off to Iceland. 2-5 ICELAND Look for: Dr. Heimdall Go into the digsite and talk to Dr. Bjorn Heimdall. He's chipping away at some obscured object, and he's pretty rude as well. You'll be able to ask about a number of things, including Plato's Lost Dialogue, an old Greek book. Once he refers you to Costas or Sternhart, you will have the option of going to either the Azores or Tikal. Choose Tikal. 2-6 TIKAL Look for: Sternhart, jungle rodent, parrot, kerosene lamp, spiral symbol, animal head, orichalcum bead. Make your way through the jungles. You'll find the correct path, but there's a chasm. There is also a tree in plain view that could help you cross it, but a giant anaconda happens to be on it. Anyone who's watched the movies will know the problem with that. You could try an whip the snake, but it's no good. Go back into the jungle and notice the jungle rodent. When you whip it, it will move into one of the pathways. Can you see where this is heading? When you manage to get it into the correct path, the snake will grab the rodent and you'll be rid of them both. Climb the tree and cross over. Sophia will join you. Now try to approach the temple. Sternhart will appear and he won't allow you to enter the temple unless you can correctly name the title of Plato's Lost Dialogue. Naturally you'll have no idea, and keep in mind none of your dialogue choices are correct. But the parrot in the background...when you say something about the title, he might just repeat the word "TITLE!" back. Talk to the bird instead and when you can say "Title" to it, make note of his response and tell it to Sternhart. You're in. Inside the temple, the tactic of examining everything you can becomes important. You can't do much with Sternhart looking over your shoulder, so talk to Sophia and have her keep Sternhart occupied. Now you have complete freedom. Check out the spiral wall designs...now check them again. All of them! If you've noticed that one of them is different, try to take it. There is tarnish on it that prevents you from grabbing it. Go back outside and look around. Try the items stand and grab the only item of importance...a kerosene lamp. Once inside, open it. Sternhart will make a remark about you stealing it but who cares? Use the lamp on the different design and the kerosene will remove the tarnish, allowing you to take the wall decoration. -Now what will you do with the spiral? Check around some more. -Now what does the spiral shape resemble? Perhaps an elephant's trunk? -Examine the animal head mounted on the wall. Indy will say it "needs a nose". -Well what would the think look like with a trunk? An elephant. -So what are you waiting for? Use the things together! So form an elephant head and pull on the nose to open a hidden tomb. There's an odd stone inside that Sternhart will snatch and escape with, mumbling something about a "worldstone". But don't leave just yet...he forgot another small orichalcum bead there. Take it and return to Iceland. 2-7 ICELAND 2 Look for: eel head Looks like Dr. Heimdall has been frozen solid! Too bad. But he has partially uncovered the ice obscured object from before, it's an eel head with an open mouth. You can't pull it out, but there IS something in your inventory that will fit into that statuette's mouth. Any guesses as to what that little thing is? Once you've used those things together, the eel will burn itself out of the ice in a great steam cloud. Take it and go to the Azores. 2-8 THE AZORES Look for: Costas This area looks big as you touch down, but there is really only one area to explore, and there's not much there to look at either. But in any case this is a critical area of the game. You're here to speak to a certain "Costas", and this is his home. For best results here, tell Sophia to talk to the man. You could try as Indy, but you're probably not going to get anywhere. Costas will come out and ask for your Sophia's necklace, she'll automatically refuse. Ask him if you'll do business though. Now return control to Indy and try trading the Eel figurine for Costas' information. Costas will tell you that Plato's Lost Dialogue (which is what you're looking for here by the way) can be found in a certain collection (Pearce, Gray, Ashkenazy, etc. It changes from game to game and doesn't matter much anyway). Indy thinks Barnett College owns that collection! 2-9 BARNETT COLLEGE * Look for: Mayonnaise, arrowhead, urn key, totem pole, coal, oily rag, gum, bookcase, wax cat, locked chest, attic chest. First, go into your office before attempting to search the college. Look in the icebox and take out the jar of mayonnaise. Now return to the main building. Now there are a whole multitude of places where Plato's Lost Dialogue could be hidden, so try them all, until you find it. Go upstairs and you'll be in the library again. Climb the rope (which you ought to remember well) back into the upper floors. You should explore the attic again, but it's too high up...got to climb up there on something, but what? -What is nearby and tall enough to boost you up? The totem pole. -It's too heavy for you to pull. So what should you do? Lubricate it's base. -Now what do you have that is greasy enough to let the thing slide? Mayo. -Now lubricate the totem pole and pull it up. Now you can reach the attic. While searching through spots where you think the dialogue may be, remember the name of the collection Costas mentioned. Now LOOK AT any of the objects you're interested in examining. Indy can identify which collection those things belong to. If it's a match the dialogue is probably gonna be in there, now you just have to figure out what to do with it. But anyway here's a list of possible locations. In the attic, search the urn. You should find a key. Now go to the candelabra. Pick it up and open the chest. The dialogue MAY be there. If not, head back down into the room with the totem pole. Move the crate, and you'll see a locked chest. You have a key and a lock. Hmmm... Still no Lost Dialogue? Look around the room for an arrowhead, and pick it up. Go back into the library and check the desk for a wad of gum. Sure it's disgusting, but you may need it. Now the Lost Dialogue is a book, so you could try looking at the shelves. One is fallen over on it's front, so you can only see the back. -The backside is held down by what? Screws! -You don't have a screwdriver, so do you have anything sharp and hard to wedge in there? Sure, the arrowhead. -The thing is sharp after all, and Indy needs hand protection. So search down inside the furnace room, and you'll find an oily rag and a lump of coal. Pick them up. -Return to the library and use the arrowhead with the rag. Now you can use it on the screws and pop the back. If it's not there, then return to the furnace room. There's one place you haven't explored again yet, that's the room underneath the bookcase. You got down by way of the coal chute, but it's too slippery to climb up. What's sticky in your inventory? The gum. Use the gum with the chute to create a sticky spot you can climb on. Check the entire place out, and then the two remaining cats. One will be made of wax. Take it to the furnace and toss it in, it should melt to reveal the dialogue. Those are the only places I have found the dialogue before. I doubt there are others but you never know. 2-10 THE PATHS Return to your office with the dialogue and watch the sequence. Sophia will make a prediction about your quest, and you must make a choice on how you're gonna approach the rest of your adventure. Do you want to cooperate with Sophia, maybe increasing your odds? Or maybe go it alone, using your own intellect to lead you to Atlantis? How about using your strength to overcome the enemies? Each path has it's own unique challenges, which increases the replay value of this game. Which path you take is your choice, FATEHELP covers them all. Go to section 5 for the team path, and section 6 for the fists path. Now make your decision and get going, your quest is just beginning. 3 THE WITS PATH You have the Lost Dialogue, so do what any educated man would want to do...read it thoroughly. It's information is critical to finishing the game. You will have the option of going to Algiers or Monte Carlo. Pick Monte Carlo. 3-1 MONTE CARLO Look for: Alain Trottier You're here to find a man named Alain Trottier, who may know something about Atlantis. The streets are full of strangers, so you may have a hard time actually finding the guy. Some people will give you hints as to his appearance. In any case he's the old guy with gray hair and a brown suit. Once you find him, start talking to him. Modesty is the best approach to take, if you speak of yourself too greatly, he may get pissed and not talk to you for a while. He will then ask you a question about Atlantis, the actual question changes from game to game but if you read the Lost Dialogue you should know it. Trottier reveals little about Atlantis, but he does give you a business card. Then he'll leave, not showing up until much later in the game. 3-2 ALGIERS Look for: red fez, Omar's house, pole, statues, hanging cloth Make your way to the back alley to find the shop of Omar Al-Jabbar, a merchant with strong ties to Trottier. The worker won't do anything until you show him Trottier's business card. He'll leave and then return, saying that "Mr. Al-Jabbar is very busy and he can't see you right now". Tell him to check again, and he'll say exactly the same thing. Great. You can try to follow him when he leaves into the streets, but there's no way to tell who he is in the crowd. Now sometimes a man with a bright red fez will appear in the marketplace. I suggest saving your game before approaching him. Talk to him about his fez, and say it makes him look festive. If you say the right stuff, he'll give you the fez. Now return to the shop and offer the fez to the worker. He'll want to know why he should take the fez, the correct one is random. But once he takes the fez, ask him to see Al-Jabbar once more. Now when you follow him he'll show up as a bright red dot, and you can track him to an obscure house. Be sure to stay close when doing so. Now enter the house the servant ducks into. Inside the house, you'll see the servant talking to Omar. The servant leaves to alert the police, and you'll be left alone with the merchant. He's a pretty hostile guy, and as you walk around the house, he won't let you touch anything. Walk over to his closet, and he'll follow you there. Once he's inside, close the door (be outside yourself of course), and you'll have him trapped. You may want to pick up the 2 statues in the room to make things easier in the future, although they're not essential. What's left? Move the cursor about the room, note that the hanging cloth high above is highlighted. What's so special about that cloth? Better find out, but first you've got to get it down. -You need something long. -Something you can apply force to. -It's not your whip. -The pole nearby is long. Use it on the cloth to bring it down, and you will have Al-Jabbar's map. The map leads to somewhere important, so click on the camel outside the window to head off for it. 3-3 THE DESERT Navigate the camel throughout the desert, but watch out for trouble in the form of legionnaires. If you get caught you're apt to wind up back in the city. If you picked up the statues from Jabbar's house, you can bribe the legionnaires into letting you by. Stop at each of the nomad camps. Friendly people there will give you directions to that X on the map. Eventually someone will tell you that you are very close to the site, and the X will appear on the screen for you to go to. 3-4 THE DIG SITE Look for: hose, clay jar, orichalcum bead, fuel, generator, horned statuette, spark plug, ship rib. Someone's been excavating this area recently. Go to the truck and open the door. Pick up the letter to Klaus Kerner. The truck is missing essential parts, and if you return to where you came in, you'll see that your camel is gone. Guess you're stuck for now. Go down into the mining area. You can't see, so feel around. Pick up the clay jar and rubber hose. You'll also find an orichalcum bead. Get the ship rib as well. Also there's a big metal thing in the middle of the room...possibly a portable generator. That could give you some much needed light down here. But it needs fuel. -Now what nearby also uses fuel? -The truck. -But how will you get gas out of the truck? -Ever heard of siphoning? Use the hose on the gas tank to get some out. -Do I really need to tell you what you use with that combo to put the gas in? -The clay jar. Now return and open the cap on the metal box and use the jar of gas with the filler pipe to the generator. Flip the switch and watch the underground glow eerily. Walk up to the painting on the left and press the circular object they're shown throwing. A secret compartment will open. Take the horned statuette. You've found everything you need here in the dig site, but how will you get out? Examine the truck and you'll find out it's missing spark plugs and a battery. Now where will you find those? -Something needs to return a favor. -That thing shares several things in common with the truck. -You gave it fuel from the truck. -Go to the generator and obtain the spark plug from it, and install it into the truck. Then, place an orichalcum bead inside the statues mouth, and it will start giving off electrical energy. Use it with the plugs in the engine and the truck will start. The letter you found contained orders to kidnap Alain Trottier. You've got to rescue him! 3-5 MONTE CARLO 2 Look for: Alain Trottier, sunstone. Find Trottier again and tell him about the plot to kidnap him. He refuses to believe you and waves his sunstone. (If you read Plato's Lost Dialogue, you'll know that the sunstone is one of 3 magical disks needed to open the gates to Atlantis.) That's a bad move, and suddenly Nazi agents grab Trottier and shove him into a car. Now it's up to you to chase them down. Try to outmaneuver the Nazis through the streets and ram them with your own vehicle. Try to observe the various paths and choose when and where to hit them. Eventually the car will blow. The Nazis escape, leaving Trottier behind. Now the businessman is willing to talk. He tells you about the island Thera being a lesser colony of Atlantis. He doesn't have the sunstone, as he threw it out the window during the car chase. Alain will tell you the street corner he dropped it at, so go about searching. Read the street signs to see where you are. Once you're at the right corner, search the gutter to find the sunstone. Now Thera will appear on the map. 3-6 THERA Look for: balloon, basket, invoice, stone tablet, entrenching tool, spindle, fishing net, gas vent. There's no way off Thera, or so it seems. Make note of the crate, which contains a hot air balloon. Combined with that nearby basket, you have potential transportation. The Port Authority will tell you that you need an invoice to claim the balloon. As for the basket, he will trade it for an artifact from a archaeological dig in the mountains. So get going! There are 3 spots of interest in the mountain: a cleft, notch, and gap. Check all of them. One of them is the dig site. Go into the cave. You'll see a walled off section. No way through there. Close the door, and a small section in the wall will open. It's a spindle! Now what do you have that fits on one of those, hmmm? Use the stone on the spindle and then look at it. Rotate the stone into the correct alignment at then push the spindle. The Lost Dialogue should tell you where to align the horns. Since there are only 4 options you could simply try them all without consulting the dialogue at all. Of course later puzzles will be much, much harder. Now push the spindle. Nothing seems to happen, but when you open the door there will be a stone tablet with a weird inscription. Take it, and pick up the nearby entrenching tool. Suddenly, a cave in occurs. You're sealed in, but how to remedy that should be very, very simple. After unfolding the tool you'll find a note from Sophia. Watch the sequence with her, Klaus, and Dr. Ubermann. Now use the entrenching tool to get out. Once back outside, close the nearby crate to find the invoice for the balloon. Return to the port. Give the invoice to the port authority to get the balloon, and trade him the stone tablet for the basket. Pick up the fishing net too. Using the balloon with the basket directly won't work. Instead use the net with the basket and THEN with the balloon. How Indy could carry all that realistically is beyond me. You have a balloon, but no hot air! Return to the dig site and look around. You'll see a gas vent. Now how will you get the hot gases into the balloon? Take the hose from desert and attach it to the vent. Then use it with the balloon to inflate it. Now you're out of there! 3-7 MEDITERRANEAN SEA Now you're drifting aimlessly over the seas. Move along by venting hydrogen or dropping ballast. Watch for the winds at the edges of the map. There's nothing on the islands, but find the submarine. Vent hydrogen until you land on it. 3-8 NAZI SUB Look for: moonstone, cold cuts, bread, torpedo instructions, clothesline, oily rag. Indy will beat up the sailor and take his uniform. Climb down into the sub and talk to the guard. He'll tell you that he's guarding the moonstone. Plato's Lost Dialogue said that a moonstone was necessary to open any Atlantean settlement greater than an outpost or lesser colony. You'll need to get it. -Move along to the kitchen and observe the cold cuts and bread on the table. Go ahead and make yourself a sandwich. -Bet that guard's pretty hungry from standing there eh? -What would make him even more distracted? -Knowing that you have food. -Eat your sandwich in front of him -Then tell him to go make his own. Now he's gone from the moonstone! Take it. In the cabinet there is also a booklet titled "Torpedo Instructions". Take that up too. Now go to the right side of the sub and pick up the clothesline. You'll see Sophia, but you can't do anything about it. Now go to the far right where the captain is, and pick up the oily rag. Return to the far left. You'll see a damaged torpedo tube. Try using the instructions with the control panel. You'll activate it. At this point you should know that the sub has stopped at Crete. Now you'll have to get off, but there's a guard on top. Now what? Check below for hints to this very long process. -There's just one other way off this sub. -It involves firing. -The torpedo tubes, of course! But the captain is over there. -You've got to get him away from that area...you need a distraction. -Remember the damaged torpedo tube? Pull the lever and you'll see...sparks! -Well sparks can create fire, but you'll need something to burn. -Grease burns. -Do you have grease nearby? -You've seen it before at Barnett College. -The oily rag is the key. -Use the rag with the damaged wires and pull the lever to start a fire. It will lure all the guards over to it. -Now the working torpedo tube is unguarded. Open it up, and use the instructions again to activate it. -But you'll need to close to tube after you get in. No one's gonna fire the thing outside for you. -You've got to do something to let you fire while inside the tube. -The clothesline, perhaps? -Tie the clothesline to the lever, and then pull it to be shot off the sub. 3-9 CRETE Look for: pedestal with spindle Don't bother going to the left, there's nothing there to find. To the right there is a pedestal, use both of your stones on the spindle. The alignment required is random, so consult your lost dialogue for the answer. Some examples I have encountered are listed below, however. Plato: "With the darkest night healed by the full moon" Answer: Align the "Darkness" symbol on the sunstone with the full moon on the moonstone. Put them both with the tall horns. Plato: "With pale dawn shredding the darkest night" Answer: Match the rising sun with the tall horns, and then place the new moon with it. Once you've done it correctly, a secret door will open. Enter. 3-10 GREATER COLONY OF ATLANTIS Look for: stone heads, minotaur statue, Sternhart's note, wool scarf, comb, staff, worldstone, gold box, orichalcum beads, microtaur, subway. Some colony...it looks just like a big cave. Now you'll see 3 stone heads on a pedestal. Now these things are essential to the game, but if you pick up all 3, the gate in front will close. So only take 2. Now head into the next room. Look closely from where you came and you'll still see the remaining head. Use your handy whip on it to bring it over to your side of the door. Explore the place. You'll come to a room with a minotaur statue. Examine it, and you'll find that it's head looks wobbly. Now remember what you do with stone heads? (If you don't know the answer, that's pretty sad. Look at the previous paragraph). Once you've knocked the thing's head off, it will land on a certain section of the floor that sinks a bit. Go over to head, and the floor will sink further below. You'll find a dead Professor Sternhart. You can't help him, but do read his note about static electricity's response to orichalcum. Pick up the wool scarf, comb, and staff. And don't forget the worldstone he stole back in Tikal. You now have all 3 disks needed to reach Atlantis. The next room has a gate, but ignore it. Instead, return to the previous room and look at the waterfall. You'll see a chain. Use it. Now explore some more until you find a room with a shelf and stone head on it. Use your own heads on the shelf to open the gate. Go on, taking the top path. You'll see a counterweight. Use the staff from Sternhart on the chock. Then return and take the lower path. You'll find another statue. Use the staff on the statue's mouth. You'll lose the staff but you can go up and get the gold box. There's orichalcum there. Now head up into the next room. You'll see a microtaur machine, but upon opening it you'll find that something's missing. -It's not a mechanical problem...the thing just doesn't have power. -There's no electricity in the cave to get the thing going...or is there? -Nope, the static electricity from the detector won't cut it. -But you HAVE used this source before. -Dig site, remember? Take the statue you found at the dig site and charge it with another bead. Use the statue on the device hatch and it will dig a tunnel for you. You'll emerge inside the map room. Use all 3 stones on the spindle and as usual check your Lost Dialogue for alignment. Once you've got it, go through the door. Now remember the deal with static electricity and orichalcum? If you use the clothesline with the comb and rubbed the wool scarf on it, you've made yourself a temporary orichacum detector. But it always points to you...since you are carrying orichalcum yourself. Now put your beads into the gold box and close it. The box blocks out the energy from your beads, allowing the detector to do its work. Use the detector and it will point to the next room, and once inside it will point to the bones. Search the bones to find more beads. Place the bead inside your blocking box and return to the previous room. Use the detector again. It will point to a wall that wasn't detected earlier. Use the ship rib to dig into the wall, and you'll open up another route. You'll find a strange subway. Pick up the bead that was sensed, and then use it on the mouth of the subway car. Get on, and hitch a ride to Atlantis. That's it for the Wits path! All the paths re-converge at Atlantis, so skip to section 6 for complete help for the last stages of the game. Now, lets check out the team path. ------------------------------------------------------------------------ 4 THE TEAM PATH This path (obviously) fosters the most development between Indy and the bothersome Sophia Hapgood. At times you may just hear some funny lines from the two co-stars of this game. Anyway, now that Sophia has joined you, she tells of two leads...Alain Trottier in Monte Carlo, and Omar Al-Jabbar in Algiers. Head for the second option. 4-1 ALGIERS Look for: knife thrower, Omar Al-Jabbar, grocer, death mask. This locale is markedly different from the other two paths. Go to the center of town and watch the knife thrower. Tell him he has nice knives. He'll tell you he needs an assistant, but you can't be one since you're not a woman. Really now, eh? Then talk to the grocer and learn about his squabs for sale. He'll also tell you that Omar Al-Jabbar's shop is at the end of the alley. Go to the shop and talk to the shopkeeper, and he will say that he needs a stone disk as proof of your sincerity in looking for Atlantis. Maybe someone in Monte Carlo can help you. But grab the scary mask off the shelf before heading out. 4-2 MONTE CARLO * Look for: Alain Trottier, flashlight, fuse box, bed sheet, sunstone. You're looking for Alain Trottier here, since he may have the disk you need. Sophia will go into the hotel to set up for the meeting, and Indy is out on the streets trying to find the guy. Trottier looks the same in all 3 paths, so he's the guy with the brown suit. You can ask the people if you wish. Talk to him and be as humble and friendly as possible. You won't be able to convince him to see Sophia though, so run up to her room and ask her what to do. She'll tell you to mention Nur-Ab-Sal. Return to the street and tell Trottier about Nur-Ab-Sal. He'll agree to come up to your hotel room. Back inside, tell Sophia to take care of him. You'll control Sophia as you talk to him about various psychic stuff. You'll discover soon that there is little she can do, but if you want to use Sophia, then you need to have remember what he said to Indy outside. Answer his 3 questions, and then a random number to get the stone. This tactic hardly ever worked for me, and I found myself in a lot of tedious save & load situations. For a much more reliable method of getting the stone, have Indy take over. While Sophia keeps Trottier occupied, check below for some clues on getting the disk from Alain. -You'll have to tilt the odds in your favor to get the disk. -You can't directly do anything, since he won't let you come near. -What can you do? You could scare him somehow, but not by yourself. -A scary disguise maybe? Like a ghost? -How might you make your own ghost suit (that's a tough one)? -Grab the bedsheet off the bed. -That sheet alone won't fool anyone. You need to add to it. -Remember the death mask from Algiers? You'll need it. -Open up the cabinet and grab the flashlight. -We need some darkness here. -Open the fusebox and flip the switch, darkening the room. -Use the sheet and the mask together. You're pretty scary, but it's not enough. -A deadly demon needs glowing, evil eyes. -Use the flashlight with the costume, and get out there! You'll scare Trottier off, and he will leave his sunstone. That's it for Monte Carlo. 4-3 ALGIERS 2 Look for: Knife thrower, bloody knife, desert map, squab, beggar, balloon ticket, balloon, random item. Back in Algeria! Tell Sophia to assist the knife thrower. She'll tell you not to PUSH her into this...hint, hint. (I almost GAVE Sophia away to the guy once and got a pretty hilarious response). At certain times she'll be close to the knife thrower, push her into his path and watch the thrower perform his routine. You'll be rewarded with a bloody knife. Now go back to the shop and show the man your sunstone. He reveals himself as Omar Al-Jabbar, and he gives you a desert map. He offers you a trade for the death mask used to scare Trottier. Accept what he gives you. Now go outside to the grocer. Ask for a Squab on a Stick. The man doesn't take US currency so try giving him what Omar gave you. Most likely he'll reject it, so take the item back to Al-Jabbar and trade it for something else. Now repeat the process. If the grocer says the item is a good color though, only accept further trades from Al-Jabbar that are of that color. Eventually you'll have something the grocer wants and you'll receive your Squab. Walk to the beggar and give him your squab (it's not like you really need to eat food in this game). He'll give you a balloon ticket. Go upstairs to the rooftops and give your ticket to the balloon man. He'll let you ride. Now cut the rope with your knife, and you'll fly off. 4-4 BALLOON RIDE You're looking for the X on the map, which marks a foreign dig site. Land at each nomad camp for directions. When you find one that tells you that you are very close, the X will appear. Land on it to get shot down by a gunman. 4-5 THE DIG SITE Look for: hose, clay jar, ship rib, wooden peg, generator, truck, amber fish, distributor cap, spark plug. Your balloon will conveniently land on top of the gunman, crushing him. But you can't leave, so explore the site. Sophia will fall into a hole, and you'll have to get her out. Note that the truck here is missing a spark plug and a distributor cap. Go down into the mining area and feel around. Pick up the long tubular thing, the clay object, sharp wood object, and the short thing. There's a large metal object here too, a portable generator. But it needs fuel to run. Go back up and examine your items: a hose, clay jar, ship rib, an wooden peg. -Now what nearby also uses fuel? -The truck. -But how will you get gas out of the truck? -Ever heard of siphoning? Use the hose on the gas tank to get some out. -Do I really need to tell you what you use with that combo to put the gas in? -The clay jar. Now that you have gas go into the underground again and open the cap, then pour your gas into the filler pipe. Now hit the switch (a small thing on the generator)and you'll have light. Creepy place down here. Examine the painting on the left if you want. Push the round object and a secret panel will open to reveal...nothing. Now go to your right, and take a look at the crumbling wall. Your ship rib is just right to pry apart the cracked wall. Behind it is an odd mural with the island of Crete on it. There's also a tiny hole; it's not hard to figure out what you might stick it with. Once you've place the peg inside, you've created a makeshift spindle. Omar told you that this site was an OUTPOST of Atlantis, so place your sunstone on the peg and rotate to the correct design. Try consulting the Lost Dialogue for the correct alignment. Then press the peg and a door will open, revealing Sophia. She'll hand you a distributor cap for the truck as well as an amber fish. Add the cap to the truck, but you'll still need a spark plug. -Something needs to return a favor. -That thing shares several things in common with the truck. -You gave it fuel from the truck. -Go to the generator and obtain the spark plug from it, and install it into the truck. Now you can head out to Crete. 4-6 CRETE Look for: surveyor's transit, mural, bull's head/tail statues, moonstone, pedestal with spindle. Well obviously you can't leave the island, so explore. Head for the ruins to the left. First walk across the bridge and pick up the surveyor's transit, it's good more measuring angles and laying out straight lines. Now search throughout the ruins until you find a room with a mural. It's a strange looking thing, with a drawing of a bull's head and tail at edges of the base. A line comes from each, converging at the top to create a triangular point. In the center of the triangle are tall horns. You can probably infer that the horns in the mural represent the tall horn statues in the center of the ruins. But what about the bull's head and tail? Well, search through the rock piles scattered around the ruins. You'll find a bull's head and tail statue under of them. For tips on what to do next, read below. - Alright, you've read the mural and the statues you found have something to do with the horns. -Remember the lines and the triangle inscribed on the mural? -Have you got anything that has to do with straight lines and angles? -The surveyor's transit does. -Use the transit on the bull's head statue and align the crosshairs with both horns. If you do this correctly an X will shoot out. -Can you guess what you do with the bull's tail statue? If you've done the procedure correctly another X will shoot out and mark a point on the ground. Use your ship rib to dig in that spot and you will find the moonstone. Now, go to the spindle on the right side of the island and use both stones. Look at your lost dialogue for the alignment. If you did this right, a door will open, and you can proceed. 4-7 GREATER COLONY OF ATLANTIS Look for: stone heads, minotaur statue, staff, worldstone, gold box Once inside, pick up 2 statue heads. If you pick up the third the gate will close. In the next room, you can still barely see the remaining head. Use your whip to knock the thing over to your side. The door will slam shut, but there was nothing left over there anyway. Now explore until you find a room with a minotaur statue. Indy will say it's head looks wobbly...now remember what you do with stone heads? Once that's done, walk onto the sinking floor panel to go down with Sophia. You'll find Sternhart's corpse, pick up his staff and worldstone. Look closely at the waterfall. There's a chain running up behind it, so climb. Now above find a room with a shelf. Place the 3 stone heads on it to open the gate. After that, take the high route. Find the room with the stone shaft and counterweight. Use your staff with the chock. Go back and take the low path. Use your staff with the statue's mouth and you'll go up. Pick up the gold box. Return to Sophia. Now return to the room beyond Sternhart. Tell Sophia to climb the hole so she can open the gate from the other side. It will take a bit of convincing and you can insult her if you'd like. Eventually she'll go up and open the gate for you. Now if you use the amber fish, it will detect orichalcum. But it always points to you, since you're carrying some. Use the beads with the gold box and close it to block out the energy. Sophia's necklace also throws the detector off, so talk to her and ask to put the necklace into the box too. Now shut it and your detector can work properly. Use it in the nearby rooms, and it will point to a solid wall that didn't appear when you moved your cursor over it before. Use the ship rib on it to dig through. You'll now be in the map room of the greater colony. Use all 3 stones to unlock the door. 4-8 LEAVING CRETE Look for: Crumbling wall The villain Kerner will enter and kidnap Sophia. Hand over your stone disks or you'll be shot. After he leaves, the door you came in through will be locked. Check the crumbling wall on the right, and use your ship rib on it. You'll dig your way out, right by a Nazi U-boat. Go up to it, slug the captain, and you'll assume his position unofficially. Get into the sub. 4-9 NAZI SUB Look for: cold cuts, bread, porcelain pitcher, battery acid, plunger, metal box, key, broken lever, steering wheel. If you go down too far, the Nazis will spot you. You've got to get them somewhere else. -You're the captain now, right? -Well, captains give orders. -How would you get your message to everyone in the submarine? -The intercom. -Use it and tell everyone to go to the aft torpedo bay for instance. You can now proceed. Go to the kitchen and pick up the cold cuts and bread. Use them and make yourself a sandwich. Pick up the porcelain pitcher. Go below the trap door and use the pitcher with the leaking battery acid. You now have some corrosive acid contained on you. Go over to the wall near Sophia and talk to her. The guard won't notice. Tell her to distract him. Now go up and around to the area where the guard and Sophia are...he won't see you. Pick up the plunger. Go back up and pull the lever. It'll break off! Move to the right of the sub and open the trap door there. Use the acid jug with the metal box. The acid will eat through the metal to reveal your stone disks and a key. You've got to get the sub moving but that lever broke off. -You need to find a replacement. -Something thin, holdable, and smooth. -It's not your peg (if you brought it) but it's close. -The plunger will work. Stick it into the panel and you can operate it. But let's not forget Sophia. Go there and the guard will see you this time. When he asks you questions, mention something about a "pail". Sophia will knock the guard out with a bucket. Now use the key with the steering wheel to unlock it, and you can now drive the sub. Drive it into the airlock. It's a tad tricky to do but you'll get it eventually. You're now in Atlantis, skip down a section for hints. ------------------------------------------------------------------------ 6 THE FISTS PATH I personally like this path for its action, but don't think that fighting is all you'll be doing. This path presents it's own set of mental challenges as well. First, go to Monte Carlo. 6-1 MONTE CARLO Look for: Alain Trottier In Monte Carlo, find Alain Trottier, he's the guy in the brown suit with gray hair. Passers by can tell you what he looks like. Ask him about Atlantis, and he'll give you a business card. Go to Algiers. 6-2 ALGIERS Look for: Omar's house, Make your way to the shop in the back alley. Give the shopkeeper Trottier's business card and ask him to go see Mr. Al-Jabbar. Now he'll never return with a "Yes" answer no matter what, so follow the guy yourself through the streets. Stay close, and eventually the servant will duck into a house. You can now enter Omar Al-Jabbar's home. You'll find Omar and his servant being confronted by a Nazi. Save your game, and beat the crap out of the bad guy. As I said before, just try to overwhelm your enemy with hits. After the battle, Omar will tell you of a Nazi dig site in the desert. "They seem to have discovered an outpost of the Lost Kingdom", he says. He will talk about giving you a map and a camel, but he leaves. Guess you'll have to find the map yourself. Notice that the cursor says that the hanging cloth is important. Better get it down from it's high spot to look at it. -You need something long. -Something you can apply force to. -It's not your whip. -The pole nearby is long. Use it on the cloth to bring it down, and you will have Al-Jabbar's map. Now use the camel and take a ride into the desert. 5-3 THE DESERT Use the camel to navigate the desert. But watch out for Nazi patrols. Look for hard to see paths along the mountains for quick escape if you need it. If you're caught, you'll have to fight them, and if you lose you die. Visit the nomad camps and show them your map. They'll point you in the right direction. One nomad will say that you're very close, the X will appear on the map and you can go there. 5-4 THE DIG SITE Look for: generator, ship rib, wooden peg, clay jar, painting, sunstone, mural. Ignore the truck, it won't run again. Go down into the mining area. It's dark, but there seems to be a metallic object in there, a portable generator. Flip the switch and you'll have light. Pick up the ship rib, wooden peg, and clay jar. You'll also see a shiny orichalcum bead. Walk to the painting on the left and press the circular object. A secret panel will open, containing the sunstone, your first magical disk needed to enter Atlantis. Now move to the crumbling wall on the right and use your ship rib on it. You'll reveal a mural. It's got a picture of the island Crete on it, along with a small hole. Not hard to figure out what to "stick" into it. Place the sunstone on your makeshift spindle, look and align it according to your Lost Dialogue, and press the peg. A secret door will open. Pick up the sunstone, but NOT the peg, or the door will close again. Go into the secret door. You'll climb out of a hole, where you will be approached by an ARMED Nazi. Don't try anything with him or you'll be shot to death fast. It will eventually come to a standoff...you not moving, him keeping you down. What to do now? -You can't just sit there and wait. -You need to defeat that guard, but the guy's got a gun. -You need to separate the guard from his weapon. -You could knock it out of his hands. -With something long, strong and flexible. (Keep the comments to yourself, please) -With something you've seen Indy use many times before this game. -Use your whip, and you'll disarm him. Now beat him up in a fair fight. Climb the rope to get to a hot air balloon. 5-5 BALLOON RIDE Get the balloon to fly in a northeasterly direction. You'll be blown off to Crete. 5-6 CRETE Look for: surveyor's transit, mural, bull's head/tail statues, moonstone, pedestal with spindle. You'll land in a grassy field. Head for the ruins to the left. First walk across the bridge and pick up the surveyor's transit, it's good more measuring angles and laying out straight lines. Now search throughout the ruins until you find a room with a mural. It's a strange looking thing, with a drawing of a bull's head and tail at edges of the base. A line comes from each, converging at the top to create a triangular point. In the center of the triangle are tall horns. You can probably infer that the horns in the mural represent the tall horn statues in the center of the ruins. But what about the bull's head and tail? Well, search through the rock piles scattered around the ruins. You'll find a bull's head and tail statue under of them. For tips on what to do next, read below. - Alright, you've read the mural and the statues you found have something to do with the horns. -Remember the lines and the triangle inscribed on the mural? -Have you got anything that has to do with straight lines and angles? -The surveyor's transit does. -Use the transit on the bull's head statue and align the crosshairs with both horns. If you do this correctly an X will shoot out. -Can you guess what you do with the bull's tail statue? If you've done the procedure correctly another X will shoot out and mark a point on the ground. Use your ship rib to dig in that spot and you will find the moonstone. Now, go to the spindle on the right side of the island and use both stones. Look at your lost dialogue for the alignment. After you get the stones right, press the spindle and the door will open and yet another Nazi will come out. Destroy him and then enter. 5-7 GREATER COLONY OF ATLANTIS * Look for: stone heads, minotaur statue, staff, Sophia, worldstone, gold box, amber fish, stalactite. Pick up 2 of the 3 statue heads. Picking up the third will close the gate. In the next room, you can still see that third head...use your whip on it. Now explore and find a room with a minotaur statue and a sinking floor panel. Use the whip on the statue head. It will fall down and land on the panel. Now go to the panel, and you will sink down to the floor below. You'll find thew dead Professor Sternhart. He knew a lot more than he let out, but not enough to find a way out. Read his note. Then pick up his staff. Look at the waterfall. There's a chain running up behind it! Use it and climb out. Find a room with a shelf. Use all 3 statue heads on it to open the gate. Inside, take the top path and find the room with a counterweight. Use the staff on the chock to free it. Return and take the bottom path. Use the staff on the statue month to activate the elevator. You'll go up. Get the golden box and the orichalcum bead. Now, find a room with a doorway blocked by a heavy stone slab. How do you get past it? -Well, the fists path requires strength. -Perseverance, as well. -Combine the two to solve your problem. -Push the stone slab, and push again until it finally falls over. You'll now be in a room with a giant chasm. Notice the stone outcropping. In a trademark Indy move, use your whip on the stone to swing your way across. Go into the door, and you'll find a room with a hallway. There are two Nazis talking at the far end of the hall. When you walk by, one of them will come to investigate. If he finds and fights you, you may lose due to his long health bar. Instead, hide behind one of the stone slabs. Notice where Hans is standing. Push the stone slab, and it will fall on Hans, crushing him. With that problem solved, head down the hall to meet Franz. He's much weaker than Hans. After proceeding, you'll be in a room with four door. DON'T go right just yet. If you enter one of the 2 doors on the left, you'll meet up with a guard. Just kill the guy if you do. Now the second from right door leads to a series of rooms with guards, just fight them and move on. You'll come to a ledge above a guard named Anton. Now if you had gone right in the four door room, you would have met up with this fellow. He's a tough one in combat, although I've gotten through him before. But there's an easier way to beat him. Notice where Anton is standing--just underneath a sharp column of rock, or a stalactite. Push the rock, and watch as Anton is impaled from above. Now return to the four doors and go right. Be sure to pick up the stalactite from Anton's body. In the next room, take the passage on the left. You'll reach Arnold, a drunk singer. You can give him a song and he'll be happy, but you really need to get by the guy. If you try fighting him though, you'll find that his strength is twice yours and his health meter is insanely long. There's no way to beat him physically. So you'll have to think. Go into the right doorway from the previous room and you'll find a boulder...it's strangely familiar looking. -Think of the boulder. Arnold's tough, but not tough enough to beat this thing. -You could crush Arnold with it. -You'll need leverage to move the boulder though, and you've got things to provide it. -One came from the dig site, and other may have been used to kill a Nazi nearby. -The ship rib or stalactite, both work equally well. -Use one of them on the boulder. -Crap, the stalactite (or ship rib) broke. Now it's rolled backwards and blocked the doorway you entered from. -But you have 2 things to provide leverage, right? -So use the remaining item on the boulder. A nice cutscene will depict the singing demise of Arnold. Now Arnold is dead so you can pass. But LOOK at his corpse and you'll find an amber fish and some orichalcum. Plato's Lost Dialogue says that amber is an orichalcum detector. The next room is the map room, which needs a worldstone (third disk) to be activated. You don't have one, so go back a room. This is a good time to try out your orichalcum detector. Place all your beads inside the gold box and shut it. Now use the fish. It MAY point downwards, if not, walk around the area into any room with a pit (nothing special, it doesn't have to show up on your cursor). Keep using the fish. If it points down, go over and TALK to the pit. Yell something. You'll hear an answer from Sophia...looks like the Nazis got sick of her too and threw her down there. You'll need to get her out. If you keep talking, she'll reveal that she needs a short rope to get out of there. Well, use your whip with the pit and she can climb out. Sophia will give you the worldstone, which is just what you need to proceed. Now go to the map room and use all 3 stones on the spindle. As always, look at your Lost Dialogue for the right way to do it. After unlocking a door, grab your stones and head out. Finally, the exit of this giant labyrinth. But where to now? Look at the stone pointer, according to the inscription it's pointing to the Lesser Colony of Atlantis. The closest island to the north is a volcanic island off the Greek coast called Thera. That's your next stop then. 5-8 THERA Look for: Tire repair kit, punctured diving suit, air hose. On Thera, take the path into the mountains. Explore the gap, cleft, and notch in the mountains, the one you're looking for is random. In one of them you will find a Nazi jeep and a tire repair kit. Pick the kit up. Return to the port and talk to the captain. Ask him to take you to Atlantis. He will ask you where you need to go. Consult the Lost Dialogue. The procedure for this is a little trickier than usual. For example, if the book says "The Lesser Colony is 260 miles northeast of the Lost City", you would tell the captain to take you 26 miles southwest of Thera. Plato's numbers were way off target thanks to a TENFOLD error, (you did catch onto that by now, right?), and 26 is 260 divided by 10. And you would go southwest because from the side of Atlantis, you'd be going northeast to reach Thera. Now hop onboard and sail out to sea. At the water's surface you're on your own. The captain won't help you any more. That's alright, open up the locker to find a punctured diving suit. You'll need something to seal the hole, like a tire repair kit maybe? Use them together and you'll have a working suit. It will need air too, so use the air hose with the suit. Don't forget to turn on the air compressor switch. Now use the suit and you'll control Sophia. Use the hoist to drop Indy into the water. Now as Indy, you'll see a cutscene of a German submarine overtaking the boat. Kerner boards the ship, takes Sophia and cuts your airline. 5-9 FINDING ATLANTIS This little section is quite simple...go to all the caves ASAP. One of them will lead you to Atlantis. ------------------------------------------------------------------------ 6 ATLANTIS The paths have finally re-converged. Atlantis is a huge place, and some of the most challenging puzzles yet are located here. There is a sense of great evil throughout, and that's not referring to the Nazis. You're close to the truth, but finding it is getting more dangerous than ever. 6-1 THE OUTER GATES Look for: ladder, metal rod, spindle. In the TEAM path, Sophia will join you briefly and then be kidnapped by the Germans. In the WITS path you will crash in via the subway car, and in the FISTS path you'll make your way in through the cave. Regardless of how you got in, the strategy is the same. The first room is dark and you need light. Search around and pick up the wood thing--it's a ladder. Use it with the rocky incline and get up. Now OPEN the stone thing and remove the metallic rod. But what do you do with it? -Notice the design of the rod. -Indy will say it has an opening in one end. -Well, this thing is Atlantean, right? What do Atlantean objects need? -Orichalcum. -Use a bead on the rod to produce instant light. Now you can see Atlantis. It's not quite the paradise Sophia had thought it to be...it's crumbling apart, but there is still some air pressure keeping the water out. Pick up your ladder and go to the statue. There's a spindle on it, so use your disks...a task you're well experienced with. What...it didn't work? -Check your lost dialogue, and carefully. -At one point it says "final entrance only yielded to contrary minds". -And what does contrary mean? -Opposite. -So rotate the disks 180 degrees from the past position. The mouth of the statue will open, and--you guessed it--feed it an orichalcum bead. Then the doors to Atlantis will open before you. Welcome to the beginning of the end. 6-2 ATLANTEAN MAZE Look for: See below for complete room lists. Alright, as you can see this section of the game is BIG. The "?" spots that appear in various spots are places you'll need to explore. Some of the rooms are special, and some of them aren't. But you'll probably explore them all just to make you haven't missed anything. As a general rule look everywhere, go into all the grates you find, and pick everything that can be picked up. Also on occasion you'll run into Nazi soldiers in the halls, after beating one check out his body for a bratwurst sausage. Below are important actions listed in the order I try to do them. Of course one could very well do them differently, since the rooms are randomly placed. Therefore just do the right things. -ROBOT ROOMS: There are two rooms with a dismantled Atlantean robot in each. Take the small bronze gear from one, and the spoked wheel from the other. -EEL ROOM: Another room contains an eel sculpture like the one found in Iceland. Take it. -SUBWAY: The subway is always in the same section, it's in the outer ring at the low part of the maze. You'll see a skeleton on the floor. Pick up it's rib cage. -CRAB ROOM: There are crabs in a small pool here. Take the rib cage from the skeleton, and bait it with the bratwurst from the soldier, or the sandwich you made (on the TEAM and WITS paths). Place the baited cage into the pool and catch a crab. -STATUE ROOM 1: There is a large statue across a chasm. Use your ladder on the chasm to cross it. Then take the stone cup the statue is holding. Take the ladder with you before you leave. -STATUE ROOM 2: This statue has the head of a fish. Take the head. -LAVA ROOM: This room seemingly circulates molten lava throughout the Atlantean complex. Use the fish head statue with the plaque there, and you'll get a stream of lava near you. You'll need something to hold the lava. You can try the clay jar if you want, but it'll melt (no big loss). Instead, use the stone cup from the statue and you'll have a toasty mug of genuine lava. -MACHINE ROOM: This room contains a giant machine. It's missing a part though, look at the gear on it to figure out what it's missing. Anyway, place the spoked wheel on the missing portion. Go up to the top of the machine, and pour your cup of lava into the funnel. You will be rewarded with several orichalcum beads. Take the spoked wheel before you leave. -PRISON ROOM (Grate 1): By going through a grate you'll find yourself near Sophia's prison. Unfortunately you can't do anything from here. Note the Nazi guard and the large statue near another grate. -PRISON ROOM (Grate 2): This grate also overlooks Sophia's holding cell. Your grate is right by a sentry statue. Give it and orichalcum bead and watch what happens to the Nazi soldier. Ouch. -SENTRY ROOM: On the lower right side of the maze. The door is partially submerged in the water so you can't open it. Now what? Remember what happened in Iceland? That eel figurine melted a lot of ice when fed a bead. Maybe your eel could turn liquid water into steam? It's worth a try. After giving a bead to your eel, it'll get hot and you throw it in the water. Now the door isn't blocked, but it's still locked. Place a bead into the smallest statue's mouth to open it. -PRISON ROOM (Main): This is where Sophia is being held hostage. If you haven't given the sentry statue here a bead, you'll encounter a very nasty guard. He's immune to your 0 key "sucker punches", and he has a big life meter. Fighting him is not the preferred method here. Now if you HAVE used the bead on the robot statue, search its wreckage and take the robot part. This should be the last thing you do. Ignore Sophia's cries for now and go to the canal. 6-3 CANAL Look for: diagram, crescent gear, chain There's a giant octopus in the canal. Can't cross that. It's probably hungry, so throw the trapped crab into the canal. That will calm down the octopus and allow you to cross. Get on the crablike raft and use a bead on it's mouth to start it up. Notice the spindles? Use the stones on them to get them open. There are two places of importance on the canal, marked by stairways leading up. One of them contains a cabinet with a crescent gear. Take it, then CLOSE the cabinet. Then LOOK at the cabinet itself. Remember the design inscribed on the cabinet door, it's important. Now go to the second place of interest, marked by a door with an archway. Go in. You'll find a set of large metal doors. A sentry robot is nearby. It seems to be nonfunctional. Use your ladder on it and climb up. Open the chest plate and take a look at the inside. You should have all 4 gears (small bronze, spoked wheel, gear from the fallen robot, and crescent) and a bead of orichalcum before attempting any more. (If you ever need beads just get more lava and run the machine again.) Now remember the diagram? It tells how to place the gears inside the statue. Also it tells how to enter commands. Place the gears and beads in the appropriate spot, and then give the command to have the robot lower its left arm. Once it has, attach a nearby chain to his lowered arm. Use the other end of the chain with the bronze loop on the door. Return to the inside of the robot and give the command to raise him arm. The robot pull up his arm, bringing the door with him. Debris will fly off, among them is a hinge pin. Pick it up. Now you have a choice, you can go back and rescue Sophia or go the rest of the way alone. This choice DOES affect how the rest of the game will play out. If you intend to go it alone, skip the following section. 6-4 RESCUING SOPHIA Return to the prison room. Give Sophia the hinge pin. Open the cage, and tell Sophia you have a plan, and she must brace the cage with the hinge pin. She will do so and escape. Open the cage again and the pin will fall out. Retrieve it and be on your way. 6-5 MIDDLE ATLANTIS Look for: scepter Make you way (with or without Sophia) past the broken doors. If you don't have Sophia, go into the room with a lava pit and pick up the scepter. Then proceed. If you do have Sophia, at this point something very odd happens. 6-6 PROBLEMS WITH SOPHIA Look for: scepter (there's only one) At this point, Sophia will begin to sound a bit hoarse. Follow her into the lava pit room. You will soon discovered that she is possessed by something...the god Nur-Ab-Sal whom she reveres so much. Some god he is. But how can he control her and not you? It's gotta be her necklace. Take a look at her, the medallion's glowing. You've got to get it off of her...but how can you do that? -What's one thing that causes people to drop what they're holding? -Heat. You have to make the necklace hot. -To do that, think of what has caused energy reactions from the necklace before. -Insert an orichalcum bead. Now it's hot, but Sophia can't get it off...the control is too powerful. -You'll need something to stop Nur-Ab-Sal's controlling force. -What has blocked the power of orichalcum before? It could work against Nur-Ab-Sal. -The golden box! Use it with the necklace to initiate a sequence that ends old Sal. Now, pick up the scepter. While you're at it, check out those bones! Nothing human looks like that. Were the Atlanteans mutants? Aliens? Demons? It's getting creepy and you may not like what you find later. 6-7 THE HULKING MACHINE Look for: Atlantean drawings You'll soon come to a giant machine, sort of like the one you saw on the Greater Colony in the WITS path. Take a look at the Atlantean incriptions on the floor. They're vital to starting and stopping the machine. The two different marks in each inscription indicated where the levers need to be. Now get on the machine and use the scepter and hinge pin as the 2 levers. The machine will start to move after some fiddling. You will start moving about, put the levers into the position shown earlier to stop it. You will crash through a stone wall into a giant room of lava. Move down into the heart of Atlantis. 6-8 INNER ATLANTIS First off is a maze of doors. It's confusing, but trial and error will eventually get you through. Then comes the lava pit with the vanishing tiles. When you step on one, another nearby may disappear. Try to navigate a route featuring two possible steps from the next tile, to double your odds of one of them staying. Once again, trial and error will work here. Before you head any further make note of the background. You'll see three concentric circles with designs inscribed in each. Remember that pattern. 6-9 THE COLOSSUS This is it. The very core of the mighty Atlantean city. There are only two interactive parts to this place, one of which you can clearly see. Go to the spindle and place your stones. Now what is the combination here? -Plato's Dialogue won't help you. -But then again, you don't need it. The solution is quite easy to deduce, actually. -It's in plain view, although not inside the Colossus. -Remember the background with the 3 circles. Did you ever really doubt what they stood for? That's the correct alignment. Now the Colossus is on. The Nazis, Klaus Kerner, and Dr. Ubermann all appear. The doc explains that the Colossus was used by the old Atlanteans to manufacture gods! That sounds rather...impossible. But they need a test subject: you. But Kerner gets into the machine first. Watch the sequence as Kerner talks of becoming a god. Say something about Plato's tenfold error, and Kerner will forget about using ten beads. He wants one bead to power this giant machine. Now sit back and see the Nazi agent transform into an almighty...goat. Yep...real good machine. Now Dr. Ubermann wants you to step into the machine. --How do you avoid death in the Colossus?-- There are many choices of dialogue that will lead to your death here. So... -You'll need to talk. -And talk some more. -Eventually you'll be able to mention the wrath of angry gods to Ubermann. And that is the last decision you'll make in this game. The ending has now begun. It will be different depending on whether you rescued Sophia or not. Either way, you'll find yourself escaping as a huge burst of energy starts a chain reaction of destruction throughout Atlantis. You've won! 7 INFORMATION Hope you've enjoyed using this guide to the game. E-mail me at overseer@pacificwest.com if you have questions or comments related to this guide. This guide may be distributed, but not modified in any way without explicit permission from the author. This guide, FATEHELP was written by J. Chen, AKA The Overseer. This guide is copyright (c) 1995, 1997, 2000, J. Chen/The Overseer. Indiana Jones and the Fate of Atlantis is a trademark of LucasArts. Game (c) 1992 Lucas Arts