GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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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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