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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WITS 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 Wit Path, tell Sophia you‘d rather think your way through. 

 

 

 

 

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.  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. 

 

Unfortunately, you loose him in the sea of bodies swarming the city streets.  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.  Stop this man, and talk to him. 

 

You catch up with him in the market place.  Talk to him, and ask him about his red fez.  Work through the dialogue, complimenting his red fez as much as possible.  Eventually, he’ll give you his BRIGHT RED FEZ.  Now walk left, and go up through the archway to the shop again. 

 

Give BRIGHT RED FEZ to Paul Abdul, the Shopkeeper, and persuade his to accept the fez.  He accepts your gifts, and immediately wears it.  Now talk to him, and ask if he’ll go and visit his master, Al-Jabbar, again.  He obliges, and leaves his little shop.  Follow him left through the archway, then left into the city streets. 

 

As before, the streets are swarming with people.  But now, you can easily identify him.  Just look for the red fez.  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 isn’t too pleased to see you.  Talk to him, and work through the dialogue.  He’s not very helpful!  Enter his wardrobe - he’ll follow you in, complaining that you shouldn’t be in his house.  Quickly close the wardrobe door, locking him inside his own wardrobe.  Talk to him again, and work through the dialogue to learn more about Atlantis, and a dig site.  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

 

Hmm, the dig site is abandoned.  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.  You find an ORICHALCUM BEAD inside the CLAY JAR.  Climb back up the ladder, so you’re above ground. 

 

Look at the truck on the right.  Open hood of the truck, and look at the engine to learn that it’s missing a spark plug and a battery.  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 at top of the painting.  It opens secret recess in the wall.  Well, there‘s something the Nazi‘s missed!  Pick up STATUE from the secret recess.  Now look at the generator again, and open the generator.  You see a SPARK PLUG inside the generator.  But you can’t just take it while the generator is running.  Push button on the generator to turn it off.  You’re plunged into darkness again, so you have to do things by touch.  Pick up SPARK PLUG from the generator.  Climb up ladder, so you’re above ground again. 

 

Look at the truck.  Open truck door, and pick up PIECE OF PAPER from inside the truck.  It’s actually a telegram, saying that Dr Ubermann has kidnapped Sophia Hapgood, and has taken her to Monte Carlo, and he‘s now looking for Alain Trotter.  This can‘t be good.  Place SPARK PLUG in the spark plug socket in the engine.  Use ORICHALCUM BEAD with the STATUE to activate it.  Now use STATUE with the spark plug socket to jump-start the engine.  Now close the engine hood, and use the truck to return to the airport. 

 

 

 

 

AIRPORT

 

Travel to Monte Carlo. 

 

 

 

 

MONTE CARLO

 

Seek out Alain Trottier again.  He has white hair, and a brown suit.  Talk to him and work through the dialogue.  Warn him that Kerner and Ubermann are after him.  He doesn’t believe you - he thinks it’s a hoax, and that you forged the telegram.  Keep talking to him until he reveals that he has a SUNSTONE.  At this point, he’ll be kidnapped by Nazi agents.  It’s you to you rescue him, Indy.  Follow the red Nazi car, and crash into it several times, until you can stop it. 

 

Your car, and the red Nazi car, collide.  The Nazi agents flee the scene, leaving Alain Trotter lying in the road.  Talk to Trottier, and work through the dialogue.  He’s grateful to you for saving him from the Nazi’s, and tells you that he knows how to enter Atlantis.  He also reveals that he threw his SUNSTONE out of the car window during the chase, so that the Nazi’s couldn’t get their hands on it.  He tells you where he threw the SUNSTONE.  This changes for every game, so pay attention.  Thank-fully, Trottier writes it down for you.  Now he leaves.  You HAVE to find that SUNSTONE.  Walk left to return to the streets. 

 

Search the streets, and find the address that Trottier wrote down on the telegram.  Check every crossroad, and read the street sign until you find the correct street.  When you find the correct street, look at the drain, and open drain to retrieve the SUNSTONE.  Now return to the hotel. 

 

At the hotel, use taxi to return to the airport. 

 

 

 

 

AIRPORT

 

Travel to Thera. 

 

 

 

 

THERA

 

Talk to Port Authority, and work through the dialogue.  Look at crate on the dock - it contains a balloon bladder (a deflated hot air balloon).  Walk left a few steps, and take the FISH NET.  Look at VERY LARGE BASKET next the hut - the Port Authority won’t let you take it.  Walk left, into the mountains. 

 

There are various nooks and crannies in the mountains.  Search them all, until you find an entrance to an underground chamber. 

 

Look at crate, outside entrance to the chamber.  Close crate, and take INVOICE from the lid.  Look at INVOICE in your Inventory, to see that it’s for a BALLOON BLADDER.  Enter the underground chamber. 

 

Walk left through the door, into the next chamber. 

 

Wail for a few moments.  You hear a rumbling noise - something must have caved in.  Notice crate on the ground - pick up ENTRENCHING TOOL from the crate.  Open ENTRENCHING TOOL, and you find a note from Sophia.  She’s scared, because the Nazi’s have kidnapped her, and she asks for your help.  Look at door on the left, and close the door.  Look at peg \ spindle mechanism next to the door - it looks like it could hold a round object,  Maybe something like… a SUNSTONE?  Okay, place SUNSTONE on the peg next to the door, and then look at SUN STONE 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 to hear a ‘Click’.  Open door on the left again.  Look at CARVED SIGN behind the door - you can’t read it.  Take CARVED SIGN, then close the door.  Retrieve SUNSTONE from the peg \ spindle mechanism.  Walk right to the next screen. 

 

Look at the rubble that’s blocking the door.  Somehow, you HAVE to get out of here.  Use ENTRENCHING TOOL with the rubble, to dig your way out.  Watch the cut scene with Sophia, Kerner, and Ubermann. 

 

You finally manage to dig through all the rubble, and you’re back out in the open.  Make your way back to the dock, where you arrived on Thera. 

 

Talk to Port Authority, and give him the CARVED SIGN.  Now take VERY LARGE BASKET from hut on the left.  Give INVOICE to the Port Authority, and tell him you’d like to claim your BALLOON.  Open crate next to hut on the right, and take LARGE RUBBER BALLOON from the crate.  Now make your way left, back to the entrance to the underground chamber. 

 

Outside the chamber, look at the gas vent.  Attach FISH NET from your Inventory, onto the BASKET.  Attach VERY LARGE RUBBER BALLOON to FISHNET TIED TO BASKET.  Attach HOSE to DEFLATED BALLOON RIG.  Finally, use DEFLATED BALLOON RIG WITH HOSE with the gas vent.  The hot air balloon inflates.  Climb into the hot air balloon, and you take over, over the sea, in search of Crete. 

 

 

 

 

SEA

 

You’re looking for the u-boat that’s holding Sophia.  Raise and lower your balloon, until you find the u-boat, then land on the u-boat. 

 

 

 

 

NAZI SUBMARINE

 

You knock out the guard, and take his uniform.  Well, Sophia is trapped on this submarine, and you have to rescue her, Indy.  Climb the ladder onto the submarine, and open the hatch.  Enter the submarine.  Climb down into the lower deck. 

 

Talk to guard, and work through the dialogue.  You learn that he’s been ordered to guard a rock, of all things (it’s the Moonstone).  He doesn’t mind really, except that he’s hungry, and he‘s supposed to be off-duty now.  Maybe you could help him out by making him a snack?  Walk left to the aft section. 

 

Take BREAD from the table.  Take COLD CUTS of meat that are hanging from the ceiling.  Walk left through the open doorway.  Talk to sailor, and work through the dialogue.  Walk left to the torpedo launcher. 

 

Look at launch lever for the torpedo, and look at the launch lever.  Also look at the wires to see how tangled they are.  Now walk right, back to the hungry guard that’s guarding the rock (Moonstone). 

 

In your Inventory, combine COLD CUTS and BREAD to get SUBMARINE SANDWICH.  Offer SUBMARINE SANDWICH to the guard.  He couldn’t possibly take your’s, though.  You cover for him, while he goes to make his own sandwich.  In his absence, open lockers, and take the MOONSTONE.  Also take TORPEDO INSTRUCTIONS from the lockers.  Walk right to the next screen.  The submarine changes course.  Watch the cut scene with Sophia, Kerner, and Ubermann, as you approach Crete.  All that’s left now, is for you to get off this submarine, before you’re caught.  Climb down ladder to the lower deck. 

 

Walk right a few steps, and take the CLOTHES LINE that‘s hanging from then ceiling.  Continue right to the torpedo tubes. 

 

Pick up OILY RAG that’s draped over the end of the torpedo tube.  Walk left, all the way to the other end of the submarine. 

 

Remember, the wires here are faulty.  Use OILY RAG with the wires on the left.  Use TORPEDO INSTRUCTIONS with the Control Panel.  Now pull Launch Lever.  You’ve created a fire in the torpedo.  As the guards come to investigate, head right, all the way to other end of the submarine. 

 

Open torpedo tube.  Tie CLOTHESLINE to the ;aunch lever.  Use TORPEDO INSTRUCTIONS with Control Panel on the wall.  Climb into the torpedo tube - you automatically change back into your normal clothes.  Now pull the CLOTHSLINE to jettison yourself into the sea.  You finally arrive at the docks of Crete. 

 

 

 

 

CRETE

 

Walk right a few steps, and look at stone pedestal in the ground.  Place SUNSTONE in the stone pedestal, and place MOONSTONE on the SUNSTONE.  Look at MOONSTONE 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.  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.  Pick up WOOL SCARF - you also find a HARD RUBBER COMB.  Pick up WORLDSTONE.  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. 

 

Look at the microtaur - it looks like a giant version of the statue that Kerner stole from you.  Look at the hatch, and place your STATUE in the hatch.  Now insert ORICHALCUM BEAD into the STATUE.  The microtaur activates, and makes a hole in the wall.  Walk right, through the newly-created hole, 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. 

 

Walk right, through the waterfall, into the next room. 

 

Search bones to find 2 ORICHALCUM BEADS.  Place ORICHALCUM BEADS into your GOLD BOX, then close your GOLD BOX.  Now walk back up to the screen with the waterfall. 

 

Now you’re looking for a way out of this labyrinth.  In order to find a way out, you need to make an orichalcum detector.  Tie CLOTHESLINE to the HARD RUBBER COMB.  Rub WOOL SCARF over the HARD RUBBER COMB to charge it with electricity.  Now use CHARGED COMB ON A STRING.  It will point towards the wall behind the waterfall.  Use SHIP RIB with the wall, to poke the stone away, and reveal a hidden door.  Open door, then walk up through door into the next room. 

 

You find yourself in what appears to be a subway.  Pick up ORICHALCUM BEAD from the ground.  Look at the subway car, and look at mouth of the subway car.  Insert ORICHALCUM BEAD into the mouth to activate it.  Now jump on board, and see where the ride takes you. 

 

 

 

 

ATLANTIC AIRLOCK

 

The subway car took you into an 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.  How on earth did she get here?  You left her safe & sound, back in Barnett College!  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 - Wits Path.  Hope you enjoyed it. 


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