INDIANA JONES AND THE FATE OF ATLANTIS (LucasArts) NOTE: Reading a solution can be pretty boring, so I don't always write USE this or USE that, but instead maybe INSERT, PUT ON. Just treat any such word as USE, okay ? The beginning is very easy, just click your way through. The game opens with one Mr. Smith stealing a statue from Indy. It turns out that Smith's name is really Kerner and that he's a Nazi agent. NEW YORK: Start off by picking up the NEWSPAPER. Walk right and move the crates to open a path so that you can reach the fire escape. Climb up and enter the theatre. Here Sophia is on-stage, doing some speech. Talk to the handyman a couple of times while Sophia talks on and on, and then ask him if he wouldn't rather do something else, like reading, and give him the newspaper. He leaves, so that you can move over to the control panel. Push the left lever, then the right one and finish by pushing the button. The "ghost" will fly onto the scene. Next comes a lot of talking. Sophia shows you an article about A-bombs, and she contacts her spiritual leader NUR AB SAL. Finally you go to Iceland. ICELAND: Enter the digout site. Talk to Dr. Heimdall and ask him about Atlantis, Iceland and anything else that pops up. The doctor believes that Iceland was actually used as a "space port" by aliens. He'll also tell you of two men, Costa and Sternhart, that can help you. Ok, time to move on: NEW YORK: Enter the college, walk west and then downstairs. Get the dirty rag that's on the floor. Go back outside and into your office. Open the ice box and take the jar of mayo, then leave for: TIKAL: Sophia (chicken!) won't follow you into the jungle, so you must go on your own. The idea is to chase the rodent towards the snake which is on the other side of the jungle. Do this by whipping the rodent until it stands at the second Dark Entrance to the right of the stream. The rodent will run out at get eaten by the snake (HA HA HA!) Go the same way and climb the tree to cross the chasm. If you approach the temple, Sternhart will come out and ask what you want. Tell him that you're Dr. Indiana Jones and that you'd really like to enter the temple. If you keep talking, he'll end up asking about the title of Plato's Lost Dialogue. Say that you don't know the title (that's true!) and walk over to the parrot. By saying "Title?" to it it will tell you the right title, which is Hermocrates. Bright bird, eh? Go back to Sternhart and tell him the right title, and he will let you into the temple. TEMPLE: Talk to Sophia and ask her to keep Sternhart busy. Then quickly run out and over to the small souvenir stand and get the lamp. Enter the temple and walk to the spiral designs in the front of the screen. If you look at number two from the bottom in the left row, you'll see that it's unlike the others, but that it's all "gummed up". Open the lamp and use its kerosene to clean the spiral, which you now can pull out. Insert it in the animal head to the left - and you've got yourself a nice elephant! Pull its nose and a secret grave will open. Sternhart runs over and steals a Worldstone from the grave (don't worry, you get it back later). Pick up the bead that is in the grave, too, and leave afterwards. Return to the car and go to: ICELAND: Inside the digout you find Dr. Heimdall all frozen up. Insert the orichalcum bead in the eel head. The ice around it melts so that you can pick it up. Now fly to: THE AZORES: You arrive at the house of Mr. Costa. Open the door, and talk to Costa. No matter what you say, he ends up closing the door again. Talk to Sophia and ask her to try. She will end up with the same result. Ask Indy to try again. Open the door and ask Costa if he's interested in a deal. Give him the eel figurine and he will tell you that Plato's Dialogue is at Barnett College! So return to: NEW YORK: Enter the college, go left and upstairs. You're now in the library. Look at the tipped-over bookcase. If that is part of the Ashkenazy Collection, then do as follows: Climb up the rope and get the arrowhead that's at the center of the shelf to the right. Use the rag to wrap it in and climb back down to the bookcase. Now simply remove all the screws from the bookcase with the arrowhead, open it and get Plato's Dialogue. If the bookcase is NOT part of the Ashkenazy Collection then climb up anyway. Push the big crate that's in the center of the screen. Behind it is a locked chest. Use the mayo on the totempole in the right corner in order to make it slide then pull it twice and climb it to reach the attic. Open the urn and pick up the ashes within - you'll find a key. Climb down and unlock the chest, which contains Plato's Lost Dialogue. A third possibility is that it's in one of the cats. Get the piece of gum from under the table (next to the tipped-over bookcase). Go to the basement, use the gum on the coal chute and climb up. Look at each cat; one of them is made of was. Get that one and throw it into the furnace. At this point you should return to your office. Show the Dialogue the Sophie, and read it THOROUGHLY yourself - you're gonna need it! Now you have the option to play the game as a team or on your own. I'll only cover TEAM VERSION. The two versions reunite upon reaching Atlantis. Begin by going to: ALGIER: Talk to the beggar - he'll give you a gift in exchange for some food. Walk left until you're in a souvenir shop. Talk to the merchant - it seems he wants to see a certain Sunstone. Take the mask from behind the man and try to leave. The merchant will stop you, but just ask him how much it is and you'll get it for free. Now leave for: MONTE CARLO: Talk to Sophia, and she'll tell you about Trottier. Now you must talk to Mr. Trottier - he is grey haired and wearing a brown suit. Ask him if he's Trottier and then say "I'm Dr. Indiana Jones", "That's me". He doesn't trust you, so go to Sophia and complain. She will help you. Go back to Trottier and mention Nur Ab Sal, and he will drop dead in amazement (well, almost) Talk to him again and say that it's a big change and that there is no risk, and eventually he'll follow you. In the room, tell Sphia to keep Trottier busy. Open the cabinet and get the flashlight. Get the bedsheet from the bed and then open the fuse box and pull the circuit breakers - which turn off the light. Put on the sheet and the mask. Now turn on the flashlight and you'll scare Trottier away. Afterwards, get the Sunstone he left on the table and fly to: ALGIER: Talk to the knifethrower - he wants a female volunteer. Ask Sophie to help him - say that it's safe - and when she stands next to him push her! (Well, you can't wait all day for her to decide!). The thrower will give you a knife. Go to Omar the merchant and give him the Sunstone to prove who you are. He then gives you a map and some camels. After a disastrous ride into the desert (!) you return. Omar will ask for the mask, so give it to him. Accept the first thing he offers you. Now, the idea is to go to the grocer and offer him that item. If he likes the colour, go back to Omar and ask him for all items that has that colour. Simply swap the item you have for one of the others and try giving it to the grocer. Keep doing this until you've found the right thing. If the grocer does NOT like the colour, go back to Omar and choose an item of a different colour and then do as above. When you give the grocer the right thing, he'll give you a squab. Give this to the beggar, and he in return will give you a balloon ticket. Walk up the stairs to the roof and give the ticket to the man and enter the balloon. When you're up, use the knife to cut the rope. IN THE BALLOON: Head south, and land in any camp on the way. Ask the beduins what they make of the map and eventually you'll find your way to: ABANDONED DIG-SITE: Sophia falls into a hole. Climb down the ladder in the dig-out. You are now in total darkness. By TOUCH'ing things, you should find the following: a HOSE, a WOODEN PEG, a CLAY JAR and a SHIP RIB. Climb up and go to the truck. Open the gas tank and use the hose on it. Next, use the jar on the hose to get some gasoline. Get the hose and close the tank. Climb back down. There's a power generator to the left of the ladder. Open the gas filler cap and pour the gasoline into the pipe. Press the switch on the generator to get some light. Go right to the crumbling wall. Use the rib on it and you'll find a mural. Insert the peg in the mural and use the Sunstone on the peg. Look at it and set it as Plato has explained in his book, and a secret door will open. Sophia comes out and gives you an amber fish and a distributor cap. Get the peg and the Sunstone. Now, turn off the generator, open it and get the spark plug. Go back to the car. Use the spark plug and the cap on the engine, close the hood and enter the car. Drive off.... CRETE: Walk down the path to the left. Cross the bridge and walk left until you get to the transit. Take it. Now, you must walk back and enter the main area. Begin searching ALL of the buildings (yeah, I know it's dull!) until you find the one with a mural on the wall. Look at it and go back outside. Ok, you have to find two statues, right ? Look at the horns in the centre. There are some stones straight left from here - and they're loose. Push them to reveal a BULL'S HEAD STATUE. Use the instrument on the statue and look in it. Ajust it until you see the left horn in the center. Click out, and you'll be told that it's the LEFT HORN. Also, a line is drawn on-screen. Now, get the transit, and go to the rocks that are downwards and a little left from here - they're loose, too! Push them to find the BULL'S TAIL STATUE. Use the instrument again, but this time adjust it until you see the RIGHT HORN. Another line is drawn, and you should see an X appear on the screen. Use the rib on the X to dig, and you'll find the MOONSTONE. Go back to the start (of Crete, obviously - it's a long way to go to Barnett College!) Place the Sunstone and then the Moonstone on the pedestal. Adjust the stones according to "The Lost Dialogue", and if you do it right, a door will open. Get the two stones and enter. LABYRINTH ON CRETE: First, get two of the heads from the shelf. Notice how the gate moved ? Go to the next room and use you whip on the third head to get it and lock the only exit!! Don't worry! Walk up and left, and you should be at a gate. Put the heads on the shelf to open the gate, but don't enter yet. Leave through the door next to the one you entered through. Step onto the plate in front of the Minotaur (it's actually a lift) and you'll go down. Here you find Dr. Sternhart, and he's pretty much dead. Take his STAFF and the WORLDSTONE. Look at the waterfall and use the CHAIN behind it to get up. Walk left and enter through the gate. Go up and right. Now use the staff on the CHOCK to release the counterweight, so that the lift can move freely. Go back two screens and then right twice. Stand on the plate-like thing and use the staff in STATUE'S MOUTH to make the lift go up. You can now walk over and take the GOLD BOX and the two BEADS underneath. Go back to the room with the Minotaur and use the whip on its head. The head rolls onto the lift, giving it enough weight to go down. Stand on it and off you go! Walk through the door and you'll see a gate and a pulley behind it. Just KICK SOPHIA THROUGH HOLE in the wall and she'll open the gate! (Well, maybe she won't!) Just kidding; although she's nothing but trouble you must talk her into it. Say - I'LL PUSH YOU THROUGH - ARE YOU SCARED? - SO WHAT? (you're afraid of snakes!), and she'll climb through and open the gate. Walk on. Okay, now put all your beads in the box and close it. Try using the amber fish. It can detect orichalcum, but the necklace is disturbing it. Tell that to Sophia and she'll put the necklace in the box. Use the fish again and notice if it shows anything. If not, walk around until you find the right room. When you're there, use the rib on the back wall. You'll find a door. Exit through it. In the next room is a BEAD, which you take. Move right to enter the Map Room. Place your three stones on the spindle in the center and adjust them using Plato's book. A door will open, so get the three stones and leave through it. Suddenly Kerner arrives and takes the stones (no matter what you say). When he's gone, use the rib on the statue to the right to get out. Okay, since Sophia's taken to the sub, you'd better rescue her - again (sigh!) ON THE SUB: For starters, you'd better punch that Nazi guy in the face or he's gonna be trouble (it only takes one hit!!) Afterwards, climb down into the sub. Try pulling the lever to the left - it breaks off! Use the intercom to the right and say - ALL HANDS TO THE BOW. Climb down one floor. Walk left and pick up some COLD CUTS and some BREAD, which you can use to make a SANDWICH. Open the trapdoor and climb down. There's some BATTERY ACID on the floor, which you can put in the jar. Okay, time to save Sophia! Go right and talk to her. Tell her you have a plan and that she must distract the guard. Climb up again and walk down to the guard. WHen he sees you, say I'M INDIANA JONES, and Sophia'll take care of him! Pick up the plunger to the right and climb up to the control room. Use the plunger on the BROKEN LEVER to fix it. Try pulling it, and you'll see the sub sail. Go down again and right. Next, open the trapdoor, climb down and use the acid to dissolve the STRONG BOX and retrieve the 3 disks and a KEY. Up again and walk left to the room with the CONTROL PANEL. Pull the SWITCH and the LEVER to activate them. Now, go back to Sophia and unlock the PADLOCK on the EMERGENCY RUDDER CONTROL with the key. Push the wheel to gain control of the sub. The idea is to guide the sub through the opening that's somewhere at the far end of the water (ie. at the back of the screen). It's very easy, so you should soon find yourself in complete darkness in........ ATLANTIS: Tadaaa! Well, you've found Atlantis, but the Fate still remains to be discovered, so the game's not over yet, not at all. Start groping around! At the bottom center of the screen there's a LADDER - get it. Walk right until you reach the rocky incline, and use the ladder to get up. By this time, Sophia is kidnapped (preferrably by some nasty Nazis), so you have to save her - again (double sigh) Okay, to the left of where you got up is a stone box. Open it and take the METAL ROD that's inside. Use one of your beads in it to get some light. Some awful music will start playing; ignore it! Put the three disks on the peg inside the statue. Adjust them, so that they're OPPOSITE of what they were in the Map Room. The statue's mouth opens, it looks pretty hungry, so feed it with another bead. The door will open for you to enter, but first get the ladder and the disks again. Now exit through the door. ATLANTIS MAZE: Before you start, please note that most locations are moved around from game to game, so save now - and don't draw a map; it would be a waste of time. And if you meet any Nazis, just run or beat them up! Start by finding the room with the statue that has a fish-like STATUE HEAD. Take it. Find the Statue Room (the one with a big hole in the floor). Use the ladder to cross the HOLE and get the CUP from the statue. Go back (remember the ladder!) and find the room with the robot parts. There's a BRONZE WHEEL at the left end of room, which you should take. Now, enter the outer rim and walk to the south-eastern part. Somewhere along the way is a cave-in. On the floor is a skeleton with a RIB CAGE. Take it and go back 'inside' to the Crab Room. Here you must put the sandwich in the rib cage and put the ribs in the pool in the center of the room. Soon a CRAB is caught in the trap, so that you can pick it up. Find the room with the EEL SCULPTURE, take it (not the room!) and go to the Lava Room. Place the cup on piedestal (at the pool of lava) and insert the statue head in the plaque. The lava will flow into the cup, which you then can take (quite amazing that you don't burn your hands!) Now, go to the Machine Room - (the one with something that looks more like a temple than a machine). Use the bronze wheel on the peg above the statue, and climb the stairs to the top. If you pour the lava into the funnel, the machine will produce some BEADS. Look at them to pick them up. Don't forget to get the wheel again before you leave. Before you can save Sophia - again - you have to remove the guard. In one room there's a passage leading to a vent overlooking the dungeon in which Sophia is held captive (actually, there are TWO - you must go to the one where you appear next to the statue). Simply put a bead in the STATUE, and it will stomp on the GUARD, killing the poor guy. With that guy dead, you should go to the Sentry Room, which usually is in the southeast section. Once there, put a bead in the eel figurine. It gets hot and you throw it in the water which then evaporates. Put a bead in the fish statue, and the gates will open. Enter.... ATLANTIS - INNER AREA: First you must go to the dungeon. Ignore Sophia at the present time and just take the STATUE PART, that fell out of the robot. Now walk to the canal. There's an OCTOPUS in the water, but just use the crab on it and it will leave. Walk through the water to the CRAB-LIKE BOAT. Insert a bead in its 'mouth', and you're ready to leave! Sail to the left gate and use the Sunstone on the spindle to open the gate. In the next room, use the Moonstone to open the left gate. On the next scrren, you must get off the boat and climb the stairs. Through the doorway's a room with a CRESCENT-SHAPED GEAR. Take it and close the cupboard. On it there's a drawing of a machine. Remember this! Now board the boat again. Sail left again, opening the gate with the Worldstone. Leave through the doorway in the next room. You should now be a a large STATUE. Pick up the CHAIN and put it through the hoop on the gate. Use the ladder on the statue, climb up and open the chest plate. What you have to do is to memorize the drawing you saw earlier and fix the machine. GIANT STATUE: Place the wheel in the middle and the statue part on top of it. Put the crescent-shaped gear on the two pegs to the right and the bronze gear on the top left peg. Put the bead in the 'mouth' of the statue part to start the machine - and the statue's arm goes down. Climb down and tie the chain to the arm. Look at the chest again and move the bronze gear to the bottom left peg. By starting the machine again the statue tears the gate open! Pick up the HINGE PIN from the floor and go back to Sophia, where you should give the pin to her. Open the gate and tell her you've got a plan - to brace the cage using the pin. And it works! Open the cage again to release the pin and take it. Now go back to the gate you opened and enter. At this point, Nur Ab Sal will begin influencing Sophia, so she'll turn even crazier than she was before! Follow her into the great hall. Now look at her necklace (LOOK AT SOPHIA) and you'll see it glowing. Just insert a bead, and the thing will get even hotter and burn Sophia (too bad!) Quickly use the gold box on it to get rid of the evil spirit forever. Afterwards, climb the stairs and get the SCEPTRE that's at the top. Walk back outside and continue. In the next hallway, go right. Climb up the huge machine and insert the pin and the sceptre in the left and the right slot. Put a bead in the mouth and push both 'levers'. WHOOOAAA! The thing drives off!! I'm not sure how I got through the next part, but the idea is to drive the machine into a giant pool of lava - brilliant, right ?!?! Swap the levers, push and pull them until you find the right combination. You'll hopefully just manage to get off in time. Walk across the walkway and onto the lower one. At the end you enter: ATLANTIS - END GAME: First you must go through a lot of doorways to get to the right place. If the connections are the same every time, do as follows: LEFT (look at the wall and note how the disks on the huge painting on the wall are aligned) - LEFT - RIGHT - UP - RIGHT - MIDDLE - UP - LEFT - RIGHT - LEFT - DOWN. YOu should now be at the foot of some stairs. Climb them and enter through through the LEFT doorway to arrive at the edge of the pool of lava! In order to get to the right side, you must walk on the black hexagons. It isn't too hard, but if you can't make it, walk back to where you started and the hexagons will reappear. Once you're across, walk down stairs and enter the central part of the complex - and you're almost through! Place the three disks on the peg and align them like the ones on the picture on the wall (which you of course have written down). A machine is turned on, but just as you thought your mission was completed, the place is crawling with Nazis! Kerner winds up giving it a shot at becoming god (just say anything), but he doesn't, to say the least, really make it. Now it's your turn. If you're not interested in becoming a ghost-like creature that explodes in ten seconds, say the following to the German: WHAT IF THE ERROR WENT THE OTHER WAY - MULTIPLYING - NO BEADS - FOR YOUR SAKE... - I'LL SEND YOU STRAIGHT TO HELL - I DARE YOU TO... The man switches places with you and dies very fast The final sequence follows Indy's escape, but you don't have to do anything, just enjoy it!!! Jacob Gunness - January 1993