GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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TEAM 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 Team Path, tell Sophia she can come along
with you.
MAP SCREEN
Travel to
Algiers.
ALGIERS
Talk to the Beggar and work through the dialogue. Talk to the
Knife-Thrower and work through the dialogue. Note how he mentions his
need for an assistant. Now talk to Sophia, and try to convince her to
help the Knife-Thrower. She refuses! Push Sophia forward - the
Knife-Thrower thinks she is volunteering as his assistant, and uses her in his
knife-throwing act. Afterwards, you get a BLOOD-STAINED KNIFE.
Talk to Grocer in the stall, and work through the dialogue. He’s selling
some SQUAB-ON-A-STICK, which looks tasty, but you don’t have any
local currency. You could try to make a deal… except you don’t currently
have anything of value. Walk up into the back alley next to the
Grocer.
Talk to Shopkeeper and work through all the dialogue. Pick
up MASK next to the Artefacts sign. Talk to Shopkeeper
again, and ask about the MASK. He lets you keep it. Now
make your way back to the Map Screen.
MAP SCREEN
Travel to Monte
Carlo.
MONTE CARLO
Work through the dialogue with Sophia. You’re looking for Alain
Trottier in Monte Carlo. If you can convince him to hold a séance with
Sophia, you might be able to get his SUNSTONE. When
conversation with Sophia is over, she heads up to the hotel room, while you
look for 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. You may need to go up to the hotel room, talk to Sophia, then return
outside to find Trottier again.
When you’ve lured Trottier up to your hotel room, you need to trick him
into giving up his SUNSTONE. Tell Sophia to keep him busy,
while you do some preparation. Take BEDSHEET from the
bed. Open cabinet under the sink and take TORCH from the
cabinet. Open fuse box on the wall. Pull circuit breaker, so the
lights go out. Now use BED SHEET, use MASK, and
use TORCH. You ’disguise’ yourself as Nur-Ab-Sal.
Trottier flees in terror, leaving his SUNSTONE behind - pick
up the SUN STONE. That’s one of the 3 stones you need.
If you take too long at ’disguising’ yourself, Trotter will get fed up, and
leave. So simply go back outside and find him again. When you have
the SUNSTONE, go outside and wait for Sophia. Now grab a taxi
and go back to the airport.
MAP SCREEN
Travel to Algiers
again.
ALGIERS
Head left, and go
up into the back alley next to the Grocer.
Talk to Shopkeeper, and show him the SUNSTONE. He now
reveals himself to be Omar Al-Jabber. He tells you about an old dig site
that contains the remains of an Atlantian Outpost. He gives you his MAP,
and a couple of camels. When you return, work through the dialogue with
him. Accept his offer of a trade - give him the MASK back,
and accept anything he offers. Now leave the back alley.
Talk to the Grocer, and ask about trading for a SQUAB-ON-A-STICK.
Give him the item you got from Omar Al-Jabber. The grocer will refuse
your offer, but he makes a comment about what he WOULD accept. This
changes with every game, so pay attention. Return to the back
alley.
Talk to Omar, and
ask to make another trade. Give him the item you got previously, and
choose another item, according to what the Grocer said. Now leave the
back alley.
Talk to the Grocer again, and ask to make a trade for SQUAB-ON-A-STICK.
If he accepts your new offer, fine. If not, repeat this back-and-forth
thing, until you find something the Grocer likes. When you have SQUAB-ON-A-STICK,
walk right a few steps to the Beggar. Give SQUAB-ON-A-STICK to
the Beggar, and he give you a BALLOON TICKET instead.
Now climb up stairs on the right, up to the roof.
Give BALLOON TICKET to the Balloon Man, then climb into
the hot-air balloon. When you are air-borne, use BLOOD-STAINED
KNIFE to cut rope that tethers the hot-air balloon. The hot-air
balloon sails off into the skies, with you in it.
DESERT
You’re travelling
across the desert now . You have to find the old dig site that Omar
mentioned. Raise and lower the hot-air balloon at various points in the
desert, and land near the nomad camps.
When you land at a nomad camp, talk to the nomad, and ask for directions
to the dig site, as marked on your MAP. Follow the
directions. When you’re close enough (and low enough) to the ‘X’,
your hot-air balloon will be shot down by a Nazi. You make a
crash-landing, landing on top of the Nazi. Walk left to the dig
site.
DIG SITE
Sophia senses the
presence of Nur-Ab-Sal, goes to investigate, and falls through a hole.
It’s up to you to rescue her, Indy. 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 small metal thing a bit to the left, and in the front -
that’s a portable generator. Find the On \ Off Switch in the generator,
and try to turn it on. Dang, it’s out of gas. Look for long,
tubular thing - could that be a sleeping snake? Pick up sleeping snake -
phew, it’s a HOSE. Look for a sharp wood thing. Could
that be a spear? Pick it up to realise it’s a SHIP RIB.
Look for the clay thing, a bit to the right. Pick it up - it’s a CLAY
JAR. Look for blunt wood thing, and pick it up to realise it’s
a WOODEN PEG. Climb back up the ladder, so you’re above
ground.
Look at the truck on the right. Open gas tank in the truck.
Use HOSE in the gas tank, then use CLAY JAR with
end of hose. You siphon some gas from the truck, so you get GAS-FILLED
JAR. Pick up HOSE again, then climb down ladder,
back down into the dig site.
Look for the portable generator at the front. Look for the little
metal cap in the generator, and open it. Pour GAS-FILLED
JAR into the gas filler pipe. Now look for the little metal
thing again - this is the On \ Off Switch. Flip 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. Unfortunately, the recess is
empty. Wall right, and look at the crumbling wall. 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, and Sophia
emerges from behind the wall where she was trapped after she fell through the
hole from above. She’s found AMBER FISH ON A STRING,
and DISTRIBUTER CAP, which she gives you. Now after examining
the mural on the wall, you determine that Crete is your next destination.
Take SUNSTONE and take WOODEN PEG from mural
on the right. Walk left a few steps, to the portable generator.
Open the generator to see a SPARK PLUG. Push button on the
generator to turn it off. It’s all dark again, so you have to do things
by touch. Look for the ceramic thing, and pick it up - that’s the SPARK
PLUG. Climb up ladder, so you’re above ground again.
Look at the truck. Close gas tank in the truck. Place DISTRIBUTER
CAP in the engine. Place SPARK PLUG in the
spark plug socket. Now close the engine hood, and use the truck to return
to the airport.
MAP SCREEN
Travel 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.
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. Pick up MOONSTONE. Pick up SUNSTONE.
Walk right through the entranceway, 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. Walk around a bit, and lead Sophia to also stand on the
light patch of 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 and pick
up WORLDSTONE that are 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.
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. Now walk up to
the next room.
Use AMBER FISH ON A STRING - it’s pointing at
you. Place ORICHALCUM BEADS in the GOLD BOX,
and close the GOLD BOX. Use AMBER FISH ON A
STRING again - it’s not pointing anywhere. So it must be
attracted to orichalcum. That’s useful to know.
Head left, and
follow path back to top of the stairs.
Walk left, 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 up through
door in the back wall, so you’re back in the room with the minotaur
statue.
Now remember how to get down to the lower level? Stand on the
light patch of ground. Damn! Without Sophia, you can’t trigger the
lift mechanism. Maybe there’s another way. 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. Down you
go!
Sophia is down
here, waiting for you. Walk up to the next room.
There’s another
gate here. There’s also a hole above the gate. But the hole is too
small for you to fit through. Talk to Sophia, and keep talking to her,
until she agrees to crawl through the hole. Once she’s on the other side
of the gate, she finds a pulley to raise the gate, allowing you to pass
through. So walk up through the opened gate, up to the next room.
There are 3 doors
here. Climb up the stairs, and walk through the round door.
Now you’re looking for a way out of this labyrinth. Use AMBER
FISH ON A STRING. It will point at Sophia’s necklace. Talk to
Sophia, and use the following dialogue.
- Can I borrow that necklace of yours
for a while?
- I think it’s throwing off the
orichalcum detector.
- So we need to hide it.
- Nur-Ab-Sal is a mighty king…
- I want to put it in this gold box.
Sophia hides her necklace in the gold box, and then keeps hold of the
gold box. She doesn’t trust you with her beloved necklace! Now use
the AMBER FISH ON A STRING. If nothing happens, simply walk
right to the next room, then use AMBER FISH ON A STRING again.
Keep checking each room, and using the AMBER FISH, until it points
to a wall in the back. At this point, use SHIP RIB on
the wall to reveal a hidden door. Now open door, and go up to the next
room.
You find an ORICHALCUM BEAD in the next room.
Sophia returns your GOLD BOX, and starts wearing her necklace
again. She’s VERY attached to that necklace, don’t you think? Walk
right to 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.
Uh-oh… work through the dialogue with Kerner. You’re forced to
give him the 3 STONE DISKS, in return for Sophia’s safety.
But… where has he taken her? Look at rock wall on the right, and
use SHIP RIB on the rock wall.
Watch the cut-scene
with Kerner and Sophia. He forces her onto his Nazi U-Boat.
CRETE
You finally find
your way out of the labyrinth, and find yourself back at the starting point in
Crete. Walk to Kerner’s submarine in the distance.
NAZI SUBMARINE
Well, Sophia is
trapped on this submarine, and you have to rescue her, Indy. Climb the
ladder onto the submarine, and open the hatch. You’re confronted by the
Captain of the submarine. Choose any dialogue option. Whatever
option you choose, you’ll end up knocking the Captain unconscious.
Unfortunately, the submarine submerges underwater, so you have no choice but to
go along for the ride.
The submarine will
be sailing beneath the water now. Click on it, to see the interior.
Push big lever on the left. Oops! You broke it! How
are you going to control the submarine now? Talk to Intercom on the wall,
and tell the crew “All Hands To The Bow”. Now climb down the
ladder to the lower deck.
Notice Sophia and
the guard on the lower level. But DON’T climb down the ladder yet.
Walk left to the aft section.
Take BREAD from the table. Take PORCELAIN
MUG from the shelf in the back wall. Take COLD
CUTS of meat that are hanging from the ceiling. Walk left
through the open doorway. Look at speed lever and push the speed
lever. You now have access to one part of the submarine controls.
Click anywhere to see inside the submarine again. Push reverse switch to
gain access to another submarine control. Now walk left to the torpedo
tube.
Look at torpedo
tube, and look at wires on the torpedo tube. The wires are all tangled,
so the torpedo tube doesn’t work. Open trapdoor in the floor, and climb
down to the lower level.
Walk right, until you see the BATTERY ACID. Use PORCELAIN
MUG with the BATTERY ACID to get ACID-FILLED
MUG. Walk right to the forward section.
You can overhear
Sophia and the guard in the next room. Talk to Sophia through the wall,
and work through the dialogue. Now make your way back to the room above
Sophia and the guard.
Climb down the ladder. The guard has his back to you, but Sophia
can see you. Talk to the guard, and use any dialogue option relating to
buckets. Sophia gets the message, grabs the bucket next to her, and uses
it to whack the guard. Nice move, Sophia! Now work through the
dialogue with Sophia. Walk right a few steps, and pick up the PLUNGER.
Now climb up the ladder again.
Walk right a few
steps, so you are above Kerner and Dr Ubermann. Walk right a few more
steps, and climb down the next ladder.
Look at the strong box, and use ACID-FILLED MUG with
the strong box. The acid eats through the metal strong box, so you take
back your 3 STONE DISKS. You also find a TINY KEY.
Make your way back to the room Sophia is in.
Use TINY KEY in the Emergency Rudder Control to unlock
it. Push Emergency Rudder Control Wheel to gain access to it. Now
climb up the ladder, all the way back up to the conning tower at top of the
submarine.
Use PLUNGER in broken lever on the left. Push
plungerised lever. You now have full control of the submarine.
Now this bit is
fiddly, and very annoying! You have to find the hidden entrance into
Atlantis, and guide the submarine into the entrance. But there are
several air locks where the entrance could be hidden, and you have check them
all, until you find the correct one. Use the controls to manoeuvre the
submarine up & down, left & right, and forward and backwards.
Like I said, it’s fiddly and annoying, but eventually you’ll succeed.
ATLANTIC AIRLOCK
You’ve found your way into the correct 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. Sophia is kidnapped… again! You have to
rescue her… again! 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, use the cell door, 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 - Team Path. Hope you enjoyed it.
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