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Atlantis
 
 
 -  go to  the 2  guards and  ask for  the accommodation of  the
 companions.( click guard , then click companion's amulet)
 
 - up the stairs and on the left, walk up the stairs in the
 building
 
 - upstairs is only one door - enter
 
 - following the intermediate sequenz , talk to Agatha
 
 - go  to   Malschand   ,speak  to   him  and   click   the
 "thumb-down" symbol
 
 - ask   Agatha   for   the  queen   and   then   click  the
 "thumb-up" symbol
 
 - leave  accommodation,down the stairs,to the  right,down the
 stairs,
 
 - talk to the woman on the right
 
 - turn   around,foward  once,and   then   right,back  up   to
 the
 wall
 
 - go left and talk to person seated
 
 - go  down (beginning  of the game)  and past the little  houses
 leave town
 
 - along coastal road up to the guards
 
 - talk  to guards,then prefer to  go back in the  direction of
 the town and
 turn left to the fisherman's hut
 
 - show the fisherman on the beach the companion's amulet
 
 - you automatically receive an earring
 
 - ask the fisherman about everything
 
 - back  to  the   palace  -  you   will  be   led  to  the
 throne
 room automatically when you want to pass the upper stair's
 guards
 
 - when you're asked ,weather you've found out anything , answer
 "no"
 
 - go to the companion's accommodation , talk to Agatha
 
 - leave accommodation
 
 - outside you meet Gastor,ask him about everything
 
 - show the earring to Gastor
 
 - go down the accommodation's stairs,to the right and
 
 
 - ask Laskott about everything,then show the earring
 
 then continue questioning Laskott
 
 - tell Laskott,that you are prepared and follow him
 
 in a short while around the corner to the right
 
 
 into the corner
 
 - when the guard's steps recede,quickly through the passage and
 to
 the left up the stairs
 
 (walking quickly= double left mouseclick)
 
 - past the lion to the right into the back of the room
 
 -   use   both   handles   to  bring   Atlantis,the   moon   and
 the
 sun into one  line-the sun then being  in the position of  the
 little hand at 8 o'clock (Atlantis is the yellow spot on the
 globe)
 
 -   go  close   to  the   lion's  mouth   and  use   the  sheep
 from  the
 
 inventory on the lion's mouth
 
 - go into the  secret passage and use the earring on the lock of
 the wooden
 door
 
 - go through the door and jump out of the window
 
 -   go   to   the   already  known   person   seated   on  the
 stonebench
 
 and ask for the pub/inn
 
 - up the stairs  on the right of the house, there around the
 corner and use
 the flowerpot with Tumpf
 
 - go down to Tumpf and take the knife
 
 - enter the pub , go forward and talk to Laskott
 
 - Malschand will enter and confront us "ready to kill"
 
 - turn to the left, up the stairs (all with doubleclick
 
 left),cut the rope on  the handrail!!! and then click on
 Malschand standing
 downstairs
 
 - we're hearing a voice outside the pub(from the right) and
 follow the girl
 to the path to the two iron gates
 
 
 (talk about all points)
 
 - take the ladder in the back on the right and use with
 
 the stonebench
 
 - up the ladder , to the right , turn left use ladder on
 
 wall and climb through window
 
 -   walk   through   door,   pick  up   pinch   bar,   turn
 around   (face
 
 door), turn a little  to the left and use pinch bar on  the niche
 up in the
 wall
 
 - go to the  cat on the wall in the back , stick the "thing" from
 the niche
 into the hollow to the left of the cat's head
 
 - enter the ratcatcher's and discuss all points
 
 - accept the game offer and win ( dead easy)
 
 - after the automatic sequence go to three-corner-niche
 
 and press the star
 
 - take  the trident off  Neptune and use it  in the hole in  the
 ceiling in
 front of the wooden door
 
 -   bring  back   the   trident  and   close  the   hole  in
 the  ceiling
 
 - walk  through the wooden door  and wait ,till the  guard is
 past the arch
 
 -  now  ,  quickly  , walk  through  the  arch  to  the  left  to
 the  back
 
 - right up the back up the stairs
 
 - straight  ahead (noise,as  in "walking over  loose
 floorboards), straight
 ahead and right around the corner
 
 - quickly  forward (noise again), to the right  and stand behind
 the shelf,
 which is behind the first guard
 
 - use pinchbar with shelf, then jump through window
 
 - talk with Agatha about all points
 
 - turn around and knife on/with guard
 
 - talk to Agatha , then take bracelet off corpse
 
 - through iron gate, then with ladder climb over the
 
 wall into the palace
 
 - through the wooden door , open the secret passage
 
 - down the stairs - wait halfway ,untill the guard's
 
 steps recede, quickly down, turn right and straight
 
 ahead through the wooden door
 
 - right around the corner and walk through the wooden
 
 door on the right
 
 - with the elevator to the top
 
 - at the top, walk outside and enter the first aeroplane
 
 left
 
 -   in   the   plane,    look   around(Eno   falls   asleep
 automatically
 
 and is woken by Hektor)
 
 -  give the  bracelet to  Hektor(the plane  brings you to  your
 destination
 automatically)
 
 - turn  around, walk staight ahead, then to the  left and
 straight ahead to
 the bridge
 
 -  before   the  bidge,  walk  to   the  left  and  dive   into
 the  creek
 
 -   staight   ahead  and   solve   puzzle   (make  a   snake-
 each   piece
 
 may be moved once only)
 
 - climb  through the  hole, show the  amulet to the  priestess,
 turn around
 stand behind the chest, open the
 
 chest and put on the dress
 
 - go to the table and take the bottle
 
 - leave the kitchen, talk to the soldier ; use bottle on
 
 soldier
 
 - on the search for the queen you will be challenged by
 
 soldier several times - just offer the bottle each time
 
 - at a certain spot near the exit an automatic sequence
 
 makes clear, where the queen is kept prisoner
 
 - after the sequence  take the stick, go to the guard in front of
 the cell,
 use the stick on the guard after
 
 dialog
 
 - open the cell, show the amulet to the queen
 
 -   leave    the   cell,   clicking   the    prone
 soldier(click.   moves
 
 him into the cell), click soldier again to get uniform
 
 - use dress from the inventory with/on the queen, then
 
 discuss all points with the queen
 
 - ask  queen to remove  mask, go back to  the kitchen and tak  to
 soldier (
 click on soldier's symbol)
 
 -   escape  through   the   chimney  and   go  back   to  the
 plane  (use
 
 way to the right of exit hole, walk across the bridge -
 
 in front of the plane Hektor will talk to you)
 
 -  after the  talk  turn into  the plane's  direction  and escape
 into the
 opposite direction
 
 (always straight ahead, across the creek and then to the
 
 right untill you get spoken to , in front of the wall
 
 - wait with closed eyes untill you get spoken to, again,
 
 walk forward and then into the wall
 
 - solve the puzzle of the egg machine :
 
 below is a  gearwheel with two strings to pull , the  smallest is
 to be put
 onto the  first shaft to the  right of the gear  with the
 strings; directly
 above fits  the gear with the red arrow; above,  halfleft the
 gear with the
 moon symbol, below left fits the green gear wheel;
 
 beside it  to the left the  large sun gear wheel,  left again
 fits the blue
 gear and above it the yellow gear
 
 - pull the right string four times
 
 - solve the snake puzzle ( dead easy )
 
 - search  for bow  and arrow in the  forrest (standing on a
 knoll- walk up
 left behind bridge )
 
 - look for an  animal drawing on a rock in the creek  and dip bow
 and arrow
 into the water there
 
 - turn around, walk forward once
 
 - take bow and arrow and shoot boar, which is crossing the
 
 path about halfleft
 
 -  if the  boar is  missed, just  turn left  and wait  untill the
 boar has
 crossed the path and shoot again
 
 - if you don't hit it again, turn between the two paths
 
 back and forth; the always turns up at the same spot
 
 - at some stage you must achieve a hit to be able to
 
 reach into the pig's snout and to click the bloodstain
 
 for the inventory
 
 - go back to the witch and talk to her
 
 -  after  the auto.  sequence  talk to  the  witch again  about
 all  points
 
 -   talk   to  the   arriving   priestess   and  then   leave
 the   cavern
 
 (auto return to fisherman's hut)
 
 - talk to the fisherman, go with him to the hut talk and
 
 then auto sleep
 
 - go  into town, look for  the ratcatcher in the  known manner,
 talk to him
 and then win the game of pinball
 
 (do not try, to hit the falling rat with the leg, rather
 
 angle the leg, before the ratball falls down)
 
 - after  the fall  through the hole in  the floor, turn around
 and use the
 ball from the inventory on the hole in the wall
 
 (the appearing picture is the solution for the throne room
 puzzle)
 
 
 the wooden door
 
 - turn around, pick up pitcher and throw it towards the
 
 guard,  then slip  through  Malschand's legs  and  then walk  to
 the  right
 through the door
 
 - go to the right, use spear to barricade the door
 
 - walk to the throne, solve the puzzle on it's back by
 
 entering the combination (which , hopefully, is noted
 
 down there)
 
 - go down the stairs, along the left hallway and up the
 
 stairs
 
 - solve  the puzzle  in the middle  of the room  (use rhe bits
 to fill the
 diagram -right mouseclick to turn the bits) - the appearing
 statue contains
 a further puzzle bit
 
 - so it continues, untill all diagrams are filled
 
 - touch the statue  appearing last, so it will stick out it's
 tongue, climb
 up the tongue
 
 -   up  the   stairs  and   several  times   to  the   right  to
 pick  up
 
 the fork in the niche
 
 -   up  the   next   staircase,  walk   around   the  tree   and
 use   the
 
 the fork on the spot before the tree
 
 -  pick up  the ball,  walk down into  the room  with the statues
 and walk
 forward, once (auto. sequence)
 
 - leaving the room with the statues,walking down, along
 
 the hallway, at the stairs choose left hallway
 
 - follow the left hallway to the end, use fork on puzzle
 
 then solve puzzle, leave town through the new exit and
 
 
 go to fisherman's hut
 
 - talk with the fisherman about all points, after receiving the
 cristall go
 back into town
 
 - walk  into the secret passage,  you just left (solve  puzzle),
 walk along
 hallway to the staircase and
 
 follow the not yet used corridor to the end
 
 - solve  the puzzle through the secret door, then walk  to the
 right and go
 to the already known room with the
 
 lion's statue
 
 - there open the known secret door and leave the palace
 
 through the window
 
 - walk in the direction of the pub and talk to the woman
 
 on the "kerb"
 
 - walk to the house, mentioned by the woman, enter and
 
 talk to Lona ( some comments regarding the quality of
 
 the german, as spoken by the "actors")
 
 - talk to Anna, leave the house together and: following
 
 her automatic escape, go to the pub
 
 - enter the pub and talk to Tumpf only!!!, even, if Garstor
 should answer .
 (sequence : Anna-symbol,
 
 Kreon-symbol, Queen-symbol, Tumpf-symbol)
 
 - go up the stairs, there walk through the door and
 
 enter the room in the back on the right
 
 - when it's calm outside, exit and answer Tumpf's
 
 question with "yes"
 
 - enter the room opposite our hide-out and here:
 
 talk to Tumpf only (twice Kreon-symbol, then Tumpf-
 
 symbol)
 
 - leave the room together with Anna and automatically
 
 arrive in the known court-yard of a house
 
 - give the cristal to Anna, then show the companion's
 
 symbol to Anna
 
 - with Anna use  the wellknown way over the ladder into the
 palace, through
 the secret door, at the lion's down the
 
 stairs, walk to the right, leaving the building, then
 
 walk to the right, walk through the next door on the right to the
 elevator
 
 -  use   the  elevator  and  on  top,  pick  up   the  bag  from
 a  corner
 
 - talk to Anna, stick Anna into the bag and enter bag
 
 to inventory
 
 - walk  towards the  hangar, talk to  guard, enter first plane
 on the left
 
 - Anna re-appears and the flight begins
 
 -   after  the   landing   go  to   the   igloos,  talk   to  the
 natives
 
 and show the companion's amulet to the natives
 
 -   following   the   auto.   sequence,   use   the   knife
 with   string
 
 on the chart, then with the string: click onto the stick
 
 lying below
 
 - use the new object on the hole in the igloo's ceiling
 
 -   now,   go  to   the   light(colour)   igloo  in   the
 village   centre
 
 where you get a few pieces of a puzzle
 
 - leave igloo, look  for igloo, where, on the floor, you can use
 the pieces
 of the puzzle to form a star
 
 - go down and then to the right
 
 - after the auto. sequence, turn around and escape along
 
 the hallway
 
 - run through the door, turn around, lock the door, turn
 
 around, walk to the statue and take the mask (everything
 
 else will happen automatically)
 
 - go to Anna, use knife on the ties of the hands
 
 -  ask  Anna  about   the  statue  and  then  about  her
 mother's  cristal
 
 -   Eno  must   always  go   to  the   floor  mosaic   and  click
 on  it,
 
 which Anna sees in the cristal eye of the statue
 
 --- do not dawdle ---
 
 - pick  up the  statue on the  altar and leave  the room via  the
 open door
 
 -  after the following  sequence, we do  not go  into the
 direction  of the
 village but  to the  right (towards the  bear cave) and
 immediately to the
 left
 
 - walk around the ice-berg in the middle of the path and
 
 then back into the direction of the bear cave
 
 - when  the bear appears for the third time, we  flee back to the
 ice-berg,
 turn around (the bear must stand to the
 
 left) and run around the ice-berg's opposite side to the
 
 cave and through the cave - talk to the guard - auto-
 
 sequence follows
 
 - after the landing, talk to the pilot
 
 - arriving below, talk to the pilot, again ; turn around
 
 talk  to  the  chief,  then  go  to  the  lower  floor (  one
 floor  down)
 
 -  at   the  stone  house  take  the  rope/string   and  go  to
 the  bench
 
 - select  acrab and start the competition(i selected  in order
 the red, the
 white and the brown crab and won 3:0
 
 - you cannot steer or influence the crabs)
 
 -   after   the   pilot's   left,  talk   to   the   chief
 (right   click,
 
 cursor point to chief's picture and left click) and
 
 talk about all points
 
 - show the small golden statue to the chief
 
 -  go to  the  fallen statue  and ask  the chief  about the
 "standing god"
 
 - after his arrival, talk to Hektor
 
 - go close to the statue and use the rope
 
 - talk to Hektor(aeroplane-symbol), then enter the plane
 
 - after the second , failed attempt to up the statue the
 
 chief makes an offer
 
 - go down to the boat, onto the boat - everything else
 
 happens automatically, again
 
 - after the statue is standing again, talk to the chief
 
 (god-symbol), then accept his offer
 
 - go to the boat, and off it goes to the "standing god"
 
 -   go  to   the  rock-gate   and  solve   the  puzzle   in
 front   of  it
 
 (upper row : Blue, Red, Yellow, Green
 
 middle row : Bird, Wildboar, Fish, Crab
 
 bottom row : Earth, Stars, Moon, Sun)
 
 LEFT to RIGHT
 
 - talk to woman on spinning wheel - no success
 
 - walk into any corridor (not the exit, of course)
 
 walk untill you see Kreon's hologram
 
 - go back to the woman and ask her about Kreon
 
 _ hand over the ball and again go into a corridor
 
 - after the auto.sequence click on dice/cube and then
 
 ask about all points
 
 -   after   all   points   were   talked  about,   turn
 aroundand   click
 
 the   floor  with   the   new  ball,   then  click   on  the
 green  field
 
 - arriving at the top, walk to the right to the missing
 
 stone/rock and click there
 
 - it goes down a kind of "spiral pyramid"
 
 - walk through the  rock-gate, pick up the stave and go back to
 the pyramid
 
 -   walk  around   the   pyramid  untill   you   can  use   the
 stave   on
 
 the pyramid (about halfway)
 
 - use the earlier received ball at the very top and go
 
 through the now existing hole in the ground
 
 - there, use the ball that's left
 
 - automatically you arrive  at an aeroplane and land at the
 fisherman's hut
 
 - enter the fisherman's hut and talk to the fisherman
 
 -  again, enter the  aeroplane and  steer towards Kreon's  flying
 apparatus
 
 - ignore  the call  and continue flying,  enter Kreon's ship,
 use knife on
 ties of Anna's feet, go to your
 
 own plane, slip past onstorming Malschand to your
 
 right and into the plane ( you automatically arrive
 
 in the palace)
 
 - via the lion's room, go to the ratcatcher in the known
 
 manner, ask him about all points
 
 - now, go to the library(the room, in which we in the
 
 beginning of the game threw over the shelf)
 
 - in  the library,  walk up the wooden  staircase, walk up to
 the skull of
 the, in the middle hanging, whale-skeleton; take the eye of the
 dolphin
 
 - go to the already known room with neptune's fountain
 
 and use the dolphin's eye with the dolphin's
 
 eyesocket
 
 - eneter the labyrinth and never go into the direction
 
 of the minotaurus appearing
 
 - somehow/time you you get to Kreon (hard to explain,
 
 but quickly achieved)
 
 - use the blue hand with Kreon's super-weapon and pursue
 
 him
 
 - use the blue hand with the head, turn around and flee
 
 through the hole
 
 - after  the "thing" crept out  of the hole, turn to  the left,
 pick up the
 ball and use with the "thing"
 
 
 
 E-n-d
 
 
 
 
 
 
 
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