14 October 2021

Indiana Jones And The Fate Of Atlantis


 
YEAR:  1992


GENRE:  Point & Click Adventure


WHERE TO GET IT:   GOG



Fist Path

Wits Path

Team Path


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FIST PATH

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INTRO \ OPENING CREDITS

 

NOTE:  You can skip this whole intro scene by pressing Esc. 

 

During the Opening Credits, Indy will crash through a window, into the attics of Caswell Hall.  He’s looking for a certain statue.  Look around the room.  When you touch the peculiar statue on the left, you fall through the trapdoor, into the floor below.  

 

Search this room.  Pick up ROPE next to the trapdoor on the right.  You knock at statue over, which in turn, knocks you down through the trapdoor, into the library. 

 

Search the library.  Look at the shelves on the left, containing books on statues.  The bookshelf will fall down on top of you, and you fall through the floor into the Display Room below. 

 

Pick up the 4 cat figurines on the table.  One of them is a real cat!  It will startle you, and you’ll stumble backwards, down the coal chute, into the Furnace Room. 

 

Open the 3 lockers.  One of the lockers contains the STATUE you’ve been looking for - pick up the HORNED STATUE.  You automatically return to your office. 

 

Marcus, and a man who calls himself ‘Mr Smith’ are waiting for you.  ‘Mr Smith’ is the man who hired you to find the STATUE.  He snatches the STATUE from you, pulls a gun on you and Marcus, then escapes through the window.  It’s only then, that you find his passport, and discover his true identity - Klaus Kerner, a secret agent for the Third Reich.  You also find evidence that your old assistant, Sophia Hapgood, may be in danger.  You decide to travel to New York City to find Sophia, and warn her. 

 

 

 

 

NEW YORK CITY

 

Look at the marquee.  Sophia always wanted her name in lights.  Talk to the Ticket Seller - the show is sold out.  Looks like you’ll have to find another way in.  Look at the red board outside the Newsagent, and take NEWSPAPER from the board.  Walk right, into the alley.  Open the back door - it’s unlocked.  Unfortunately, Biff the Bouncer will stop you.  Use the following dialogue. 

 

          -        I’m here to enjoy Madame’s outrages orations.

          -        Of course not.  Madame Sophia’s a serious thinker.

          -        No kidding, I think she’s the greatest.

          -        Yeah, she’s very smart.

          -        The way she makes things so easy to understand?

 

The Bouncer lets you in, but now you have to contend with the Stagehand.  Talk to the Stagehand, and keep talking to him, using the following dialogue. 

 

          -        I want a reading with Miss Hapgood. 

          -        Isn’t there something you’d rather be doing?

          -        Don’t you have any hobbies:

          -        What if I give you something to read?

 

Now give NEWSPAPER to the Stagehand.  He takes a break so he can read the newspaper, leaving you in charge of the lights.  Look at Control Panel for the lights - push the left lever, push the right lever, then push the red button.  You release a stage prop out onto the stage, disrupting Sophia’s lecture.  She drags you back to her office, only to find it’s been ransacked.  Chat with Sophia, using any dialogue options that take your fancy.  She reveals the power of her necklace, using orichalcum beads.  You realise you have to find a book called The Lost Dialogue Of Plato, and the pair of you travel to Iceland to begin your search for it. 

 

 

 

 

ICELAND

 

Talk to Sophia, and work through all the dialogue.  Enter the old dig site. 

 

Talk to Dr Bjorn Heimdall, and work through all the dialogue.  He suggests you visit Charles Sternhart in Tikal, and Filipe Costa in The Azores.  Let’s visit Dr Sternhart first.  When conversation is over, leave the dig site. 

 

Use the truck to return to the airport. 

 

 

 

 

MAP SCREEN

 

You see a Map Screen, displaying all the places you can visit.  Travel to Tikal. 

 

 

 

TIKAL

 

Talk to Sophia and work through the dialogue.  If you want to find Sternhart, you’ll have to navigate through the jungle.  So walk right, into the jungle.  Notice the jungle rodent - it runs away when you get too close.  Chase the rodent to the middle jungle path.  Stand on the left, and use your whip on the jungle rodent.  Watch, as the rodent runs right out to the open… only to get attacked by a giant snake.  Poor rodent.  Now navigate right, to the opening with the tree.  Use tree to get over the chasm. 

 

On other side of the chasm, Sophia appears.  It seems, she found a path around the jungle.  Look at the Trinkets Stand, and try to pick up KEROSENE LAMP, but Sternhart will stop you.  Work through all the dialogue with Sternhart.  Ask Sternhart if you can enter the Temple.  He won’t let you in, unless you can tell him the name of the Lost Dialogue Of Plato.  Whichever answer you choose, will be wrong.  But notice how the parrot in the tree repeats your answer.  Hmmm, maybe the parrot could help you.  Talk to Sternhart again, ask about the temple, then tell him you don‘t know the title.  Notice how the parrot repeats the word ‘Title’.  When Sternhart leaves, talk to the parrot, and say ‘Title’.  The parrot tells you about Hermocrates.  Call Sternhart back, ask him about the temple, and reply ‘The Hermocrates’.  He accepts this as the correct answer, and invites you into the Temple. 

 

Inside the Temple, look at animal head on the left.  Look at spiral designs that surround the tomb on the right, and find a singular SPIRAL DESIGN.  It’s darker in colour than the other spiral designs.  Try to pick up SPIRAL DESIGN, but it’s all gummed up.  Talk to Sophia, and convince her to keep Sternhart occupied.  Now leave the Temple again. 

 

Look at the Trinkets Stand, and pick up KEROSENE LAMP.  Open KEROSENE LAMP.  Now enter the Temple again.  Use oil from the KEROSENE LAMP on the singular SPIRAL DESIGN.  The kerosene eats away the tarnish, so now take SPIRAL DESIGN.  Use SPIRAL DESIGN with animal head on the left - it looks like an elephant now.  Pull elephant’s nose, which opens the tomb on the right.  Sternhart steals WORLDSTONE from the tomb, then runs away.  However, he missed something.  Pick up SHINY ORICHALCUM BEAD from the tomb, then leave the Temple. 

 

Walk right to return to your truck. 

 

Use truck to return to the airport. 

 

 

 

 

MAP SCREEN

 

Travel back to Iceland. 

 

 

 

 

ICELAND

 

You’re back at the dig site, where you spoke to Dr Heimdall.  Enter the dig site. 

 

Oh dear!  Dr Heimdall has been frozen solid.  But he’s made good progress in digging… something… out of the ice wall.  Look at eel head in the wall, and use your SHINY ORICHALCUM BEAD in the eel head.  It melts itself right out of the ice wall.  Pick up EEL FIGURINE from the ice wall, then leave the dig site. 

 

Use truck to return to the airport. 

 

 

 

 

MAP SCREEN

 

Travel to The Azores. 

 

 

 

 

THE AZORES

 

You arrive at Filipe Costa’s house.  Knock on the door.  Try to talk to Mr Costa, but you get nowhere,  Maybe Sophia would have more luck?  Talk to her, and ask her to talk to Mr Costa. 

 

As Sophia, knock on the door.  Work through all the dialogue, and convince Mr Costa to do business with your friend (Indy).  Now talk to Indy, and ask him to take over. 

 

As Indy, knock on the door again.  Talk about a trade, and give him the EEL FIGURINE.  Costa is pleased with the trade, and tells you what Collection Of Books that Plato’s Lost Dialogue can be found in.  The name of the collection changes for every game, so pay attention.  For this Walkthrough, it can be found in the Dunlop Collection.  Hmmm, doesn’t Barnett College own the relevant Collection?  Watch the cut scene with Kerner. 

 

 

 

 

BARNETT COLLEGE

 

You and Sophia have returned to Barnett College to look for Plato’s Lost Dialogue.  Work through the dialogue with Sophia.  When conversation is over, she’ll wait for you in your office.  Now before you start exploring the college, you should follow Sophia back to your office, which is just across the street. 

 

 

 

 

INDY’S OFFICE

 

Look around your office.  Open the ice box, and take JAR OF MAYONNAISE.  Look at JAR OF MAYONNAISE in your Inventory, to see that it now looks more like motor oil.  When you’re ready, leave your office and return to Barnett College across the street. 

 

 

 

 

BARNETT COLLEGE

 

Now remember the name of the Collection that Costa told you.  Each Collection is located in a different part of the college, and there are a few place where Plato‘s Lost Dialogue could be hidden.  Let’s start looking then.  Climb up stairs to the Library. 

 

Look at the bookcase that’s tipped over.  The Ashkenazy Collection is in this bookcase - PLATO’S LOST DIALOGUE may be here.  Look at school desk, and take wad of GUM from the school desk.  Use rope on the right, to climb up to the attic. 

 

In the attic, look at the totem pole.  Pick up ARROWHEAD from shelves at the back.  Try to pull the totem pole, but the floor isn’t slippery enough.  Use JAR OF MAYONNAISE with the totem pole, then pull the totem pole twice, so it’s under the hole in the ceiling.  Use the totem pole to climb up to the next level. 

 

You’re in the top attic now.  Open the small urn in middle of the room.  Pick up some ashes from the urn to find a DUSTY KEY.  Climb back down through the trap door, back to the attic with the totem pole. 

 

Look at big crate on the left, and push big crate to reveal a dusty chest.  Look at the dusty chest - it’s part of the Pearce Collection, and PLATO’S LOST DIALOGUE  may be here.  Use DUSTY KEY with the dusty chest to unlock it.  Climb down gaping hole on the right, down into the library.  Climb down stairs to the Ground Floor. 

 

Climb down stairs again, to the Furnace Room. 

 

In the Furnace Room, have a look around.  Pick up DIRTY RAG next to the stairs.  Look at the coal chute, and notice how slippery it is to climb up it.  Use GUM on the coal chute, so you can get more traction.  Now climb up the coal chute, to the Display Room. 

 

Look at cat figurines on the table, and try to pick them up.  Two of them are too heavy, but one of them is made of wax, so you get the CAT IDOL.  Climb down the coal chute, into the Furnace Room. 

 

Open furnace on the left, and throw WAX CAT into the furnace.  As the wax melts, you may find PLATO’S LOST DIALOGUE.  Head through door on the right, up to the Ground Floor. 

 

Climb up stairs again, so you’re back in the library. 

 

Look at the tipped-over bookcase, and note the screws in the bookcase.  You need some kind of screwdriver to open the bookcase and access the books.  In your Inventory, use DIRTY RAG with the ARROWHEAD to get WRAPPED ARROWHEAD.  Now use WRAPPED ARROWHEAD with all the screws in the tipped-over bookcase, then open tipped-over bookcase.  PLATO’S LOST DIALOGUE may be here. 

 

Wherever you find PLATO’S LOST DIALOGUE, when you have it, leave the college and return to your office. 

 

 

 

 

INDY’S OFFICE

 

Sophia is still here waiting for you, and she wants to see PLATO’S LOST DIALOGUE.  Look at the pages marked with paperclips - these are clues for later in the game.  When you’re ready, close the book.  Now talk to Sophia and discuss Plato’s great error.  This means that scholars for decades have been search for Atlantis in the wrong place.  Atlantis may actually be located in the Mediterranean. 

 

Now here’s where you must choose which path you want to follow - Team Path, Wits Path, or Action Path.  Each path has different puzzles with different solutions.  Since this Walkthrough is for the Fists Path, tell Sophia you‘d rather go into action by yourself. 

 

 

 

 

MAP SCREEN

 

Travel to Monte Carlo. 

 

 

 

 

MONTE CARLO

 

Read through LOST DIALOGUE OF PLATO.  Now you’re looking for a man called Alain Trottier.  Look for a white-haired man in a brown suit.  When you find him, talk to him, and work through the dialogue with him.  He wants you to prove you are worth dealing with, so he asks you a question - answer it.  If you read LOST DIALOGUE OF PLATO, you‘ll know what the answer is.  He gives you his BUSINESS CARD, informing you that his name is well known among dealers in the antique world.  Return to the airport. 

 

 

 

 

MAP SCREEN

 

Travel to Algiers. 

 

 

 

 

ALGIERS

 

Talk to the Beggar and work through the dialogue.  Walk left, and then up through the archway. 

 

Talk to the Shopkeeper, and work through the dialogue.  Notice the red fez he’s wearing.  He introduces himself as Paul Abdul.  He confirms that Al-Jabbar is his master, but refuses to arrange a meeting for you without good reason.  Give him Trottier’s BUSINESS CARD.  He leaves to talk to his master, Al-Jabbar.  Follow him left through the archway, then left into the city streets. 

 

The city is swarming with people - if only there was an easy way to detect Paul Abdul.  Hey, wait a minute… you see a man with a red fez walking through the street.  That must be Paul.  Trail him, until he stops in front of a building, and enters a building.  The location changes for every game, so pay attention.  Now click on Omar’s House. 

 

Inside Omar Al-Jabbar’s house, Omar and Paul are being threatened by a Nazi soldier.  Notice the hanging crockery above the Nazi soldier.  Use your WHIP on the hanging crockery - it will fall onto the Nazi soldier, knocking him out.  Now work through the dialogue with Omar Al-Jabbar.  He’s grateful to you for saving him, and tells you about a dig site the Nazis are working at.  Then Al-Jabbar and Paul Adbul go to alert the authorities, leaving you alone in his house.  Take BAMBOO POLE from the pot in the left foreground.  Look at hanging cloth, hanging from the clothes line on the left.  It’s actually a CLOTH MAP.  Use BAMBOO POLE to reach the CLOTH MAP hanging from the clothes line.  Take BLACKBIRD STATUE on the left.  Take SOAPSTONE STATUE on the left.  Now look at camel through the window, and use camel.  You can use this camel to reach the dig site. 

 

 

 

 

DESERT

 

You’re travelling across the desert now .  You have to find the old dig site that Omar mentioned.  Ride the camel through the desert, stopping at various nomad camps in the desert.  Avoid the guards as much as possible.  If you picked up the 2 STATUES in Omar’s house, you may be able to bribe the guards to let you go.  But that means you only have 2 ‘lifelines’.  So it’s better to just avoid the guards if you can. 

 

When you find a nomad camp, talk to the nomad, and ask for directions to the dig site, as marked on your MAP.  Follow the directions, and you‘ll eventually find the dig site.  Walk left, into the dig site. 

 

 

 

 

DIG SITE

 

Look for the ladder leading down into the dig site, and climb down the ladder. 

 

It’s VERY dark in this abandoned dig site.  It will take your eyes a while to get accustomed.  Move your mouse around to find different things.  Touch the metal thing a bit to the left, and in the front - that’s a portable generator.  Find the little metal thing on the generator.  That’s the On\Off Switch.  Push it to turn it on.  Ah-ha!  We have light!  Now look at painting on the wall on the left, and look at the round object at top of the painting.  Push the round object.  It opens secret recess in the wall.  Well, here’s something the Nazi’s missed.  Take STONE DISK from the secret recess, and look at it in your Inventory to learn that it’s a SUNSTONE.  Pick up SHIP RIB that’s near the ladder.  Walk right a few steps, and pick up CLAY JAR.  You find an ORICHALCUM BEAD inside the jar.  Pick up WOODEN PEG from the table.  Now look at the crumbling wall on the right.  Use SHIP RIB in the crumbling wall to break away the rock, and reveal a mural.  Place WOODEN PEG in the mural.  Place SUNSTONE in peg in hole.  Now look at the stone disk on the wall to get a close-up view. 

 

The disk can be rotated.  Rotate the disk so that

         

          -        Noon Sun

 

Is at the top.  Click on the peg.  A wall lowers, revealing a secret doorway.  You suddenly realise that the mural on the wall is showing you your next destination - Crete!  Take SUNSTONE from the mural.  Now walk up through the newly-revealed doorway. 

 

You climb up through a hole, so you’re above ground again.  However, you’re ‘greeted’ by a Nazi soldier, who isn’t happy that you’ve dug an unauthorised hole.  You have to be careful here, or he’ll shoot you dead.  Tell him. 

 

          -        Come here, pal, and I’ll show you my authorisation. 

          -        Don‘t worry, I won‘t. 

 

When conversation is over, use your WHIP on the Nazi to disarm him, then sucker-punch him by pressing ‘0’.  That’s got him told!  Now walk left a few steps, and climb up the rope ladder, into the hot air balloon. 

 

 

 

 

DESERT - AGAIN

 

You’re in the hot air balloon, flying over the desert.  Guide the balloon upwards,  Now watch the cut scene, as you fly to Crete. 

 

 

 

 

CRETE

 

Walk left to the ruins. 

 

Walk left over the bridge, and take SURVEYOR’S INSTRUMENT from end of the bridge.  Now walk back to the beginning of the bridge. 

 

Head under the bridge, into the main ruins.  Look at the Long Horns statue in the middle of the area.  Search the area, and pick up various piles of stones, until you find BULL’S HEAD STATUE and BULL’S TAIL STATUE.  The locations change for each game, so you have to look carefully.  Once you’ve found both statues, use SURVEYOR’S INSTRUMENT on the BULL’S HEAD STATUE.  Use SURVEYOR’S INTSTRUMENT, and turn it left or right, until you can see the left horn of the Long Horns statue.  Now use SURVEYOR’S INSTRUMENT, and look for the right horn of the Long Horns Statue.  When you’ve seen both horns through the SURVEYOR’S INSTRUMENT, pick up SURVERYOR’S INSTRUMENT, and place it on BULL’S TAIL STATUE.  Repeat the process of looking for both left & right horns through the SURVEROR’S INSTRUMENT.  The 2 angles of sight will result in an ‘X Marks The Spot’ in the ground.  Use SHIP RIB to dig up ‘X Marks The Spot’ in the ground, and you find a MOONSTONE.  Now head right, away from the ruins, back to the area where you landed.  Continue right, until you see a stone pedestal in the ground. 

 

Look at the stone pedestal in the ground.  Place SUNSTONE in the stone pedestal.  Place MOONSTONE in the stone pedestal.  Look at the pedestal to get a close-up view. 

 

The disks can be rotated.  Rotate the disks so that

         

          -        Noon Sun

          -        New Moon

 

Are at the top.  Press the spindle.  A secret door opens on the right.  Klaus Kerner appears from beyond the door - work through the dialogue with him, then sucker-punch him by pressing ‘0‘.  Now pick up MOONSTONE from the stone pedestal.  Pick up SUNSTONE from the stone pedestal.  Walk right through the entrance-way, into a labyrinth. 

 

 

 

 

LABYRINTH

 

Look at the 3 STATUE HEADS on the marble shelf.  Pick up 2 of those STATUE HEADS - it doesn’t matter which ones.  Now walk right through the doorway. 

 

Look at the door you just came through.  Use your WHIP with STATUE HEAD IN THE LAST ROOM.  You skilfully knock the STATUE HEAD off the marble shelf, and into this room, then you automatically pick up the STATUE HEAD.  You have all 3 statue heads now.  Okay, so you have to find your way through this labyrinth.  Climb up stairs, and walk through the round doorway. 

 

Walk left to the next room. 

 

There are several doors in this room, including a heavy gate, just like the entrance to this labyrinth.  Go through door in the back wall, near the right. 

 

There’s a giant statue here.  Look at statue to learn that it’s a minotaur.  Look carefully on the ground, and stand on the light patch of ground.  Notice how it moves.  Use your WHIP with the statue head, and minotaur head rolls onto the patch of light ground.  Okay, now stand on the patch of light ground.  OH!  You’re going down!  It must be some kind of primitive lift. 

 

In this lower section, you see the body of Professor Stenhart.  He stole the WORLDSTONE back in the Temple in Tikal.  Look at the body, and look at the note he’s holding.  Uh-oh… as soon as you step off the lift, it returns to the floor above, trapping you down here.  You need to find another way out!  Pick up STAFF that’s lying next to Professor Sternhart.  Now look carefully at the waterfall, and notice the chain in the waterfall.  This chain holds the lift’s counterweight.  Climb up the chain, back up to the floor above. 

 

You’re back with the giant minotaur statue now.  Walk left to the next room (careful not to step onto the lift again). 

 

You’re back in the room with multiple doors, and a gate.  The gate has a shelf, just like the Entrance Gate did.  Hmmm, if the 3 STATUE HEADS kept the gate open at the start, maybe the same would be true here.  So place all 3 STATUE HEADS on the marble shelf.  Success.  The gate opened.  Now walk up through the gate, into the next room. 

 

Climb up the stairs, and walk through the doorway. 

 

Walk right into the next room. 

 

This is a strange room.  Look at the chock in the floor - it keeps the counterweight (for the lift) from sinking.  Look at the GOLD BOX on the other side of the room - you can’t reach it.  Use STAFF to push the chock off it’s perch.  Now walk left, and then up, so you’re back at the top of the stairs. 

 

Head right, and continue right, until you see a statue face.  Look at statue mouth, and look at stone shaft.  Use STAFF in the statue mouth.  You trigger… something.  And the stone shaft you’re standing on, rises up to the floor above (this won’t work, unless you’ve already released the chock).  Pick up the GOLD BOX, and pick up ORICHALCUM BEADS from below the box.  Walk left, back the way you came, and follow path until you are at top of the stairs again. 

 

Walk left, so you are back to the room with multiple doors.  Take all 3 STATUE HEADS from the marble shelf.  The gate closes again, but you don’t need to go back that way.  Walk through the upper-right door, into the next room. 

 

Walk through door on the right, into the next room. 

 

One of the doors in this room has been blocked with a stone slab.  Push the stone slab repeatedly, until it falls over.  Now walk up through the doorway. 

 

There’s a large chasm here.  Notice the stone outcropping high in the wall above you.  Use your WHIP on the stone outcropping, to help you swing across the chasm.  Now walk up through the doorway, into the next room. 

 

You can see 2 Nazi guards in the distance.  Walk left a few steps - the Nazis will here you, and one of the guards (Hans) comes to investigate the noise.  Sucker-punch him by pressing ‘0’.  Walk up through the doorway where you saw the Nazis. 

 

The other Nazi guard (Franz) will confront you.  Choose any dialogue option, then sucker-punch him by pressing ‘0’.  Now climb up the stairs, and walk through the doorway into the next room. 

 

You’re in a room with 5 doors now.  Go through door #4 (in the back wall), into the next room. 

 

Karl will confront you.  Choose any dialogue option, then sucker-punch him.  Walk left into the next room. 

 

Another Nazi - Kurt - will confront you.  Choose any dialogue, then sucker-punch him.  Take upper-left door to the next room. 

 

There’s another guard - Anton - below you.  Look at hanging column of rock on the ceiling, and push hanging column of rock to dislodge it.  It will land on Anton below, crushing him.  Now head back the way you came, and follow path until you reach the room with 5 doorways again. 

 

Walk through door on the right. 

 

You’ll see Anton here, crushed by the stalactite.  Pick up STALACTITE, then go right through the door, into the next room. 

 

You can hear someone singing in the distance, and it‘s coming from the door in the back wall.  DON’T go through that door.  You’ll encounter a Nazi that’s impossible to beat (if you accidentally get forced into a fight by him, simply run away).  Instead, walk through door on the right. 

 

You’ll see a huge boulder here, perched at the top of a slope.  Use SHIP RIB to dislodge the huge boulder - it rolls down the slope, and blocks door on the left.  There’s only one way you can go now.  Head through door on the right. 

 

Meet Arnold, the singing Nazi.  Like I said earlier, he is impossible to beat!  He’ll force you into a fight, but just run away, climb up the stairs on the right, and head up through door. 

 

Look at doorway on the right, and you’ll see it’s blocked by the huge boulder.  Use STALACTITE with the boulder to dislodge it, and send it rolling towards Arnold.  The boulder rolls onto Arnold, crushing him completely.  Ouch!  Now walk right 2 screens. 

 

Look at Arnold’s squished body under the boulder.  You find AMBER FISH ON A STRING and some ORICHALCUM BEADS.  Now you need to find a way out of this labyrinth.  And the way to do that, is to follow a trail of orichalcum beads.  Okay, place all your ORICHALCUM BEADS into the GOLD BOX, and then close the GOLD BOX.  Climb up stairs on the right, and head through door at top of the stairs. 

 

Search the nearby labyrinth rooms, and use AMBER FISH ON A STRING in each room, until it points somewhere - probably down a pit.  Talk to the pit, and keep talking, until Sophia replies.  Wait… SOPHIA??? What’s she doing here?  Didn’t you leave her safe & sound, back in Barnett College?  Work through all the dialogue with her, then use your WHIP with the pit, so she can climb out.  She gives you the WORLDSTONE that Sternhart stole earlier.  Now find your way back to the room where Arnold got crushed by the huge boulder. 

 

Walk through door on the left, into the next room. 

 

You’ve reached the heart of the labyrinth now.  There’s a scale model of Atlantis in the middle of the room, with a spindle at the centre of it all.  Place SUNSTONE on the spindle.  Place MOONSTONE on the SUNSTONE.  Place WORLDSTONE on the MOONSTONE.  Now look at WORLDSTONE to get a close-up view of it. 

 

The disks can be rotated.  Rotate the disks so that

         

          -        Noon Sun

          -        New Moon

          -        Volcano

 

Are at the top.  Push the spindle.  If the disks are set correctly, a stone door will open.  Pick up WORLDSTONE from the scale model.  Pick up MOONSTONE from the scale model.  Pick up SUNSTONE from the scale model.  Now walk up through the newly-opened door. 

 

Wow, you’ve found the labyrinth exit, Indy.  Well done.  You’ve also found a strange stone pointer.  Look at stone pointer to learn that your next destination is the island of Thera.  Head up, through the labyrinth exit. 

 

 

 

 

MAP SCREEN

 

You’re back at the Map Screen.  Travel to Thera. 

 

 

 

 

THERA

 

Talk to Sophia, and work through the dialogue.  Don‘t talk to the ship‘s Captain yet.  Walk left, into the mountains. 

 

There are various nooks and crannies in the mountains.  Search them all, until you find a truck. 

 

Look at the truck to see that it’s missing a tyre.  Pick up TYRE REPAIR KIT next to the truck.  Look at the gas-filled vent.  Look at the empty crate.  Look at the collapsed entrance to the underground chamber.  Now make your way back down to the docks. 

 

Read LOST DIALOGUE OF PLATO, and take note of the passage about the ‘Lesser Colony’.  It will give directions on where to find it.  For example, it could be ‘340 Miles North West Of The City‘.  This changes for every game, so you have to pay attention.  But you’ve already learned about Plato’s tenfold error.  So ‘340 miles’ becomes ‘34 miles’.  You’ll also have to change compass directions to the opposite of what you read.  So ‘North West’ becomes ‘South East’.  Now talk to the ship’s Captain, and ask him to take you to Atlantis.  Give him directions according to your findings.  The Captain will tell you, that location takes you to the middle of the ocean.  Insist on going there anyway.  Ask the Captain about a diving suit.  The Captain is happy to lend you one, but it has a hole in it, which you’ll need to repair. 

 

 

 

 

OUT AT SEA

 

Out at sea, the Captain refuses to help you any further.  From now on, you’re on your own.  Open storage locker and look at the punctured DIVING SUIT.  Use your TYRE REPAIR KIT with the punctured DIVING SUIT to get REPAIRED SUIT.  Look at air-hose on the right, and use air-hose with the REPAIRED SUIT.  Use REPAIRED DIVING SUIT WITH HOSE to put it on.  Hmmm, you can’t move, while you’re wearing this diving suit.  Use hoist with INDY IN DIVING SUIT.  Sophia will lower you into the water.  Watch the cut scene as Kerner sails up in his submarine, and kidnaps Sophia.  Only you can save her, Indy.  But you only have 3 minutes of air, before you suffocate - better find Atlantis… FAST! 

 

At bottom of the sea, there are several doorways scattered around.  Search each of them, until you find the entrance to Atlantis. 

 

 

 

 

ATLANTIC AIRLOCK

 

You’ve found your way into the Atlantean airlock, but it’s very dark here.  You can only find things by touch.  Touch the wood thing at bottom of the screen - it feels like a ladder.  Pick up the LADDER.  Walk right a few steps.  Touch the stone rubble to realise it’s a rocky incline.  Use LADDER with the rocky incline, then climb up the LADDER to the upper level of the rocky incline.  From the higher ledge, touch the stone thing - it feels like a stone box.  Open the stone box, and take METAL ROD from inside the stone box.  Use ORICHALCUM BEAD in the METAL ROD, and it lights up like a torch.  Pick up LADDER from the rocky incline.  Look at sentry statue, and look at spindle.  Now, read PLATO’S LOST DIALOGUE in your Inventory, and take note that the DISKS have to be placed ‘contrary’.  Place SUNSTONE on the spindle.  Place MOONSTONE on the SUNSTONE.  Place WORLDSTONE on the MOONSTONE.  Now look at WORLDSTONE to get a close-up view of it. 

 

The disks can be rotated.  Rotate the disks so that

         

          -        Noon Sun

          -        New Moon

          -        Volcano

 

Are at the top.  Push the spindle.  Nothing happened.  Remember the ‘contrary’ bit?  Look at WORLDSTONE, and rotate the disks so that

 

          -        Noon Sun

          -        New Moon

          -        Volcano

 

Are now at the bottom.  Push the spindle.  The mouth of the statue opened.  Place ORICHALCUM BEAD into the mouth of the statue.  The metal door opens.  Take back all 3 STONE DISKS from the spindle, make sure you have the LADDER, then go up through the door, into Atlantis. 

 

 

 

 

ATLANTIS - MAZE

 

You’ve finally reached Atlantis.  All the rooms are marked ‘?’ until you visit them.  The layout of the labyrinth changes for every game, with key rooms being found in different locations.  When you meet a guard, simply sucker punch him by using ‘0’.  After you knock him out, search him to get some BRATWURST (sausage).  Make sure you search all the rooms, in all 4 quarters.  If you find any grates in the rooms, simply open them and crawl through - this gives you access to other rooms. 

 

In  the top-left quarter, find a room with a grate.  Crawl through the grate, to find yourself in a room with a pile of robot parts on the table.  Pick up BRONZE GEAR from the wall behind the robot parts.  Now head left, and make your way back to the top-left quarter. 

 

In the bottom-left quarter, find a room with a grate in the wall.  Crawl through the grate, to find yourself in another room.  Pick up EEL SCULPTURE from the left wall.  Now head right, and return to the bottom-left quarter. 

 

In the bottom-left quarter, find another room with a grate in the wall.  Crawl through the grate, to find yourself in another room.  Leave this room through door on the right. 

 

You’re in a section in the top-right quarter.  Enter the only other room accessible here.  Take BRONZE SPOKED WHEEL from the pile of robot parts.  Now make your way back to the bottom-left quarter. 

 

In the top-right quarter, find a room with a statue in the left wall.  Take STATUE HEAD from the statue.  Now leave the room. 

 

In the top-right quarter, find the Statue Room.  There’s a big hole in the floor.  Use LADDER on the hole.  Cross over the hole, and take CUP from the statue on the right.  Cross back over the ladder again, and remember to pick up the LADDER.  Now walk left to leave the room. 

 

In the top-right quarter, go to the outer ring, then walk down to the bottom-right quarter. 

 

In the bottom-right quarter, in the outer ring, walk down to the ‘?’. 

 

This is the end of the subway.  Look at the skeleton, and pick up RIB CAGE from the skeleton.  Now leave the subway. 

 

In the top-left quarter, find the Crab Room,  notice all the crabs in the pool.  Bait your RIB CAGE with the BRATWURST, then use BAITED RIB CAGE in the pool.  Wait a few moments for a crab to take the bait, then pick up TRAPPED CRAB.  Now leave the room. 

 

In the bottom-left quarter, find the Lava Room.  Look at the pool of molten lava.  This is what’s used to make Orichalcum Beads.  Notice there’s a statue head missing from the fountain.  Place CUP on the pedestal, then use your STATUE HEAD in the gap.  This fills your CUP with lava.  Now leave the room. 

 

In the top-left quarter, find the Machine Room.  Look at statue with the dish.  There is a spoked wheel to the left of the statue, but not to the right.  Use your BRONZE SPOKED WHEEL with the peg to the right of the statue.  Now climb up the stairs to the funnel.  Pour your LAVA-FILLED CUP into the funnel, and watch as the ORICHALCUM BEADS spill out onto the statue’s dish.  Pick up the ORICHALCUM BEADS.  Leave the room. 

 

Return to the Lava Room in the bottom-left quarter.  Look at the pool of molten lava.  As before, place CUP on the pedestal, then use your STATUE HEAD in the gap.  Now leave the room. 

 

Go back and forth between the Machine Room and the Lava Room, until you ‘can’t cram any more beads into my pockets’.  Now in the Machine Room, make sure you take back the BRONZE SPOKE WHEEL from the peg next to the statue.  Now leave the room. 

 

In the bottom-left quarter, find a room with a grate.  Follow the grate through, and you find yourself in a tunnel, looking out into the Dungeon.  Sophia is here, along with a guard.  You have to set her free.  Notice the sentry statue next to the vent.  Use ORICHALCUM BEAD in the sentry statue.  Watch as the sentry statue crushes the guard, falls, and smashes.  Now leave the room, and return to the bottom-left quarter. 

 

In the bottom-right quarter, find the Sentry Room. 

 

In the Sentry Room, there is a large double-door, a pool of water, and a fish statue.  Use ORICHALCUM BEAD in the EEL SCULPTURE.  It gets hot, so you throw it into the pool of water, which then evaporates.  Use ORICHALCUM BEAD in the fish statue - the double-doors open.  Walk through the double doors. 

 

Enter the Dungeon.  Sophia is still locked up in a cell here.  Talk to her, and work through the dialogue.  Look at the destroyed sentry statue, and pick up the STATUE PART that’s lying near the destroyed statue.  You can’t rescue Sophia yet, so leave the Dungeon. 

 

Enter the Canal, which is next to the entrance to the Dungeon, and it leads to the very centre of Atlantis. 

 

 

 

 

ATLANTIS - CANAL

 

Look at the canal, and notice the hungry octopus.  Gulp!  Maybe if you gave it a snack, it wouldn’t want to eat you.  Throw TRAPPED CRAB into the canal.  The octopus gulps it down, and then leaves.  Now swim across to the crab-raft, and use ORICHALCUM BEAD in the crab-mouth to activate it.  This is how you travel through the canal.  On the crab-raft, float right to the gate.  Use SUNSTONE with the spindle above the gate, then float right to the next room. 

 

Float right to the gate.  Use MOONSTONE with the spindle above the gate, then float right to the next room. 

 

Float right to the gate.  Use WORLDSTONE with the spindle above the gate, then float right to the next room. 

 

There is an archway in the back wall here.  Ignore it for now.  Float right to the gate.  Use WORLDSTONE with the spindle above the gate, then float right to the next room. 

 

There are some stairs here.  Park your crab-raft, and climb up the stairs into another room. 

 

Take CRESCENT SHAPED GEAR from the cupboard in the wall.  Close the cupboard, and look at cupboard door to see the diagram.  It’s a clue that you’re going to need very soon.  Now leave the room, and return to the canal. 

 

Float left, back to where you saw the archway in the back wall. 

 

Park your crab-raft, and walk up through the archway. 

 

There is a huge double-door, along with some broken sentry statues.  You need to find a way to open the double-door.  The diagram you saw on the cupboard door will come in very handy here.  Use chain with the statue arm.  Use LADDER with the sentry statue on the right, then climb up the LADDER.  Open chest plate, and look at chest plate.  You should have 5 different machine parts showing at bottom of the screen.  Place BRONZE SPOKED WHEEL on peg in the centre.  Place STATUE PART (on the left) on peg in the centre.  Place CRESCCENT SHAPED GEAR on 2 pegs on the right.  Place BRONZE GEAR on the top left peg.  Now insert ORICHALCUM BEAD into the ‘mouth’ at the centre.  The sentry statue activates, and moves his arm. 

 

Climb down the ladder, and use the chain with the bronze loop on the door.  Climb the ladder again, and look at the chest plate. 

 

Move BRONZE GEAR down to the bottom left peg.  Now insert another ORICHALCUM BEAD into the ‘mouth’ at the centre.  The sentry statue moves his arm again, and pulls the huge door open. 

 

Climb back down the ladder.  Take LADDER.  Take HINGE PIN that fell to the floor.  Now let’s go back, and rescue poor Sophia.  Walk left to return to the canal. 

 

Use the crab-raft, and float left or right, until you see stairs on the left.  Climb up the stairs, so you are back in Atlantis. 

 

 

 

 

ATLANTIS - MAZE

 

Enter the Dungeon. 

 

In the Dungeon, give HINGE PIN to Sophia.  Pick up the heavy cage door.  However, you can’t hold it up forever.  Talk to Sophia, and persuade her to brace the cell door with the hinge pin.  After a romantic cut scene, pick up the cell door again, then pick up the HINGE PIN again.  Now leave the Dungeon, with Sophia. 

 

Return to the canal. 

 

 

 

 

ATLANTIS - CANAL

 

Use the crab-raft, and float left or right, until you reach the archway in the back wall. 

 

Park your crab-raft, and walk up through the archway. 

 

Thanks to your hard work, the huge sentry statue door is still open.  Walk through the door, into the inner-circle. 

 

 

 

 

ATLANTIS - INNER CIRCLE

 

Sophia starts acting weird, claiming she can sense Nur-Ab Sal’s presence.  Work through the dialogue with her, then follow her into the Pit Room. 

 

In the Pit Room, Sophia is even sounding strange.  She’s been possessed by Nur-Ab Sal, and her willpower is gone.  Talk to her for a while - yep, she’s definitely possessed.  Look at her, to get a close-up of her necklace.  Place ORICHALCUM BEAD into mouth of the necklace.  It becomes hot, so Sophia takes it off.  But she still can’t bring herself to throw it into the pit.  Use your GOLD BOX with the necklace, then throw it into the pit yourself.  Phew!  Sophia is no longer possessed.  Now climb up stairs on the left, and look at the strange skeletons.  Take SCEPTRE that’s lying next to the skeletons.  Now walk right, and leave the room. 

 

Follow the path down one screen. 

 

Look at strange markings on wall on the left, and take note of them.  It changes with every game, so pay attention.  Now walk through door on the right. 

 

Look at hulking machine.  Look at strange markings on the floor, and take note of them.  They change for every game, so pay attention.  Climb up into the hulking machine, and notice the 3 slots.  Insert SCEPTRE into the slots, and insert HINGE PIN into the slots, and position them according to the strange markings you saw on the wall.  Use ORICHALCUM BEAD in the statue mouth in the hulking machine.  Looks like you’re going for a ride, Indy! 

 

Adjust SCEPTRE and adjust HINGE PIN according to the strange markings you saw on the floor.  The hulking machine will spin, and crash through the wall - you and Sophia narrowly avoid a fiery death!  Now follow path through to a cavern with many doorways. 

 

This maze is somewhat confusing.  The idea, is to find your way through the maze, and end up at the lava tiles.  As you work through the maze, take note of the giant stone diagram on the wall.  This shows how you must place your 3 disks later on in the game.  Now enter through the doors as so. 

 

          -        Middle row, right door

          -        Top row, middle door

          -        Bottom row, right door

          -        Top row, left door

          -        Head up stairs on the right

          -        Top row, left door

 

You should have reached the lava tiles now.  Cross over the lava tiles, but don’t leave yourself isolated.  When you’ve successfully crossed the lava tiles, Sophia will follow you.  Now walk right, and follow path to the Colossus. 

 

 

 

 

THE COLOSSUS \ HEART OF ATLANTIS

 

You’ve arrived at The Colossus now.  This is the heart of Atlantis.  There’s a spindle near the doorway.  PLATO’S LOST DIALOGUE won’t help you here - you need to rely on the giant stone diagram you saw on the wall in the maze room.  Place SUNSTONE on the spindle.  Place MOONSTONE on the SUNSTONE.  Place WORLDSTONE on the MOONSTONE.  Look at the WORLDSTONE to get a close-up view.  Rotate the disks, so that

 

          -        Noon Sun is facing right

          -        Full Moon is between the right, and the bottom

          -        Volcano is facing left

 

The alignment changes with every game, and it can be fiddly to decipher, but you’ll get there in the end.  When the stones are correctly aligned, the Colossus will be activated - this machine can supposedly turn men into gods.  Kerner and Dr Ubermann will show up.  Choose any dialogue options.  After a while, Kerner will insist on testing the machine himself.  Choose any dialogue options.  Whatever you say, things will end badly for Kerner, and he’ll plunge to his death.  Dr Ubermann will want you to test the machine next.  SAVE YOUR GAME HERE, and choose the following dialogue. 

 

          -        You don’t need orichalcum.  You need a miracle.

          -        Listen, what if Plato’s error went the other way?

          -        You can’t buy Godhood for a couple of beads.

          -        No beads, you crazy old man!

          -        For your sake, I hope this doesn’t work.

          -        Once I’m a god, I’m sending you straight to hell.

          -        Ever hear the term “angry god“?  Wait till you see me!

 

Dr Ubermann will have a change of heart, and want to test the machine himself.  He uses 100 beads, turns unto a god-like wraith, then disintegrates into nothing.  Atlantis begins to shake itself apart.  You and Sophia make your escape in the submarine. 

 

 

 

 

Now sit back and enjoy the ending. 

 

Congratulations.  You have completed Indiana Jones & The Fate Of Atlantis - Fists Path.  Hope you enjoyed it. 

 

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