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Ой!Так, так, что у нас тут новенького?Ляляля ляляля ..
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КосмоТанк.
КосмоТанк

Веселая ферма 3
Веселая ферма 3

Сокровища Монтесумы 3
Сокровища Монтесумы 3



Игра: Indiana Jones and the Fate of Atlantis
Тип документа : Solution Всего страниц : Текущая : full

для начала скажу что игра очень интересная и отлично сделана
(как и все игры у Lucasarts)
Я в нее с удовольствием играл а вам советую
пользоваться прохождением только в самом крайнем случае
так гораздо интереснее


INDIANA JONES AND THE FATE OF ATLANTIS

OPENING SEQUENCE

Even before the game titles and opening music have ended you have to take the
part of Indy and play the game.

Indy is looking for a statue. Search the first room, but the statue can not
be found. Approach the "peculiar statue" on the far left, click on it, and you
will enter the second room.

Keep looking for the statue in the second room. Can't find it again! Click on
the rope on the right hand side and you will enter the third room.

The third room is a library. Look for the statue again. Click on the books
about statues and you will enter the fourth room.

Look for the statue. Click on each of the cat figurines. More bruises! Now
you're in the basement furnace room.

Look for the statue in the lockers by clicking on each locker. Finally, Indy
has found the statue! Click on the statue to pick it up.

Indy leaves the building and walks across the street to his office. Indy,
Marcus, and "Mr. Smith" discuss the statue. "Mr. Smith" makes off with the
statue, leaving his coat behind. Indy and Marcus identify "Mr. Smith" as an
agent of the Third Reich, Klaus Kerner. They also discover that Kerner may be
after Sophia Hapgood. Sophia was a colleague of Indy's in Iceland. Indy
travels to New York to find Sophia.

NEW YORK

Try to get into the theater show. It's sold out. Pick up the newspaper on the
board outside the news agent's store.

Open the back door to the theater. You can talk your way past the doorman by
supporting his idolization of Sophia; or you can have a fist fight with him;
or you can avoid him.

To avoid the doorman, you must get to the fire escape at the back of the
theater. You will have to push some the crates out of the way. Climb the fire
escape and enter the theater.

Watch Sophia's show. Try to persuade the stagehand to leave by offering him
the newspaper. Be persistent; encourage him to gratify his hobby of reading.

Now, you have to get Sophia's attention. Operate the machine, by pushing the
left lever, then the right lever, then the button. Indy manages to get
Sophia's attention and stops the show!

Indy and Sophia go to her dressing room and find that it has been searched.
Indy looks for Kerner outside, but Kerner slips away unseen and makes a phone
call. He asks that Dr. Ubermann be informed that he has the samples required.

Sophia realizes that the Third Reich, with the help of the scientist Dr. Hans
Ubermann, wants to harness the power of Atlantis. She shows Indy what power
there is in a bead of orichalcum when placed in her necklace. She clearly
believes she is in contact with the Atlantean god, Nur-Ab-Sal. Sophia thinks
Indy needs to find a copy of the Lost Dialogue of Plato. Sophia and Indy
decide to go to Iceland and talk with Heimdall.

ICELAND

On arriving in Iceland, walk to the old dig site. Talk to Dr. Bjorn Heimdall
about the Lost Dialogue and other subjects. Try to find out who else can help
you. After talking to Heimdall, use the truck to head for the airport, and go
to Tikal.

TIKAL

Walk into the jungle. Walk through the center back entrance to the chasm. You
have got to get rid of that snake! Walk toward the jungle rodent until he is
positioned in front of the center back entrance to the jungle path. Use the
whip on the rodent and the rodent will take the path that leads to the chasm.
Follow the rodent along the same path. Climb the tree to get to the other side
of the chasm.

Sophia is annoying: she found another way to the temple! Try picking up the
kerosene lamp in the stall. Sternhart will appear. Chat with him and you will
find out that Kerner got here before you. You want to get into the temple,
but you must supply Sternhart with the correct title of the Lost Dialogue.
Admit that you do not know the title and Sternhart will leave. Talk to the
parrot. Say "Title?" and the parrot will give you the title you need.

Get Sternhart's attention by attempting to pick up the lamp again or by
walking toward the temple. When Sternhart asks for the title of the Lost
Dialogue, give the parrot's response. Sternhart will then lead Indy and Sophia
into the temple.

Once in the temple, ask Sophia to distract Sternhart for you. Get the
kerosene lamp from outside, then return to the temple. Use the opened kerosene
lamp on the spiral design on the left of the blocked doorway. Pick up the
spiral design and use it on the animal head at the far left. Pull the spiral
design to open the blocked doorway. Sternhart makes off with an Atlantean
Worldstone, but ignore him, and return to the tomb and pick up the bead of
orichalcum.

Return to the airport in the truck and return to Iceland.

ICELAND

Visit Heimdall at the old dig site again. He has uncovered the head of a
statue but is frozen solid himself. Put the bead of orichalcum in the eel head
of statue, and when the statue is free of the ice, pick up the eel figurine.
Return to the airport and make for the Azores.

AZORES

Knock on Costa's door and talk with him. He is not inclined to talk to Indy
so, have Sophia try. Sophia should establish that Costa is interested in a
trade for information concerning the Lost Dialogue. Switch back to Indy and
try talking to Costa again. Discuss the trade and offer him the eel figurine.
Costa will tell you in which collection he believes a copy of the Lost
Dialogue can be found. Note the name of the collection. This varies from game
to game.

Indy realizes that that particular collection is at the Barnett College.
Meanwhile, the Nazi's are making progress in Dr. Ubermann's laboratory.

BARNETT COLLEGE

Back at Barnett College, Indy has to find the collection which contains the
Lost Dialogue of Plato. First, go back to the office and get the jar of old
mayonnaise from the ice box. Cross the street to Caswell Hall. Walk upstairs
to the library. Pick up the gum on the old school desk. Climb the rope and
check out the collections. Pick up the arrowhead from the far bookcase.

Move the crate aside and find a locked chest. Use the mayonnaise on the totem
pole, then pull the totem pole until it is under the entrance to the top
floor.

Follow the instructions below until you have found the Lost Dialogue of
Plato.

SEARCH FOR THE LOST DIALOGUE OF PLATO

Climb the totem pole up to the top floor. Open the funeral urn and take the
key from the ashes. Return back down the totem pole and open the chest.

Climb down the rope and return to the hallway. Go downstairs to the basement
furnace room.

Pick up the dirty rag. Use the gum on the coal chute and climb up the chute.
Check out the collection of books that have fallen from the room above. Pick
up the wax cat figurine. Return back down the coal chute. Open the furnace
door and melt the wax off the cat figurine. Return upstairs to the library.

In the library, wrap the arrowhead in the dirty rag and unscrew the screws in
the tipped-over bookcase with the arrow head. Open the back of the bookcase.

OFFICE

Return to your office and look at The Lost Dialogue with Sophia. Scan the
pages of the Lost Dialogue. You will need to interpret Plato's information
very carefully as the game progresses.

Indy and Sophia conclude that Atlantis is in the middle of the Mediterranean.
Sophia informs Indy that he has to find the three types of stones Plato
mentions in the Lost Dialogue to gain entrance to Atlantis. She also mentions
two possible contacts; Alain Trottier of Monte Carlo and Oman Al-Jabbar of
Algiers. Sophia then recommends the path Indy should take to continue the
search for Atlantis. This will vary based on your method of entry to her
performance at the theater in New York. The response you select will determine
whether you follow the Wits, Fists, or Team Path. Indy heads for the airport.

TEAM AND FIST PATHS

The statements will vary, but the decision...?

"You're right, I better think this through alone." (WITS)
"I'd rather tackle this together with you." (TEAM)
"I'd rather go into action by myself." (FIST)

TEAM: Togetherness!

MONTE CARLO

When you arrive in Monte Carlo, talk to Sophia (Note 1). According to the
plan, she will enter the hotel to make preparations for a seance. It will be
your job to find Trottier.

But how to find him? All Indy can do is to ask the strangers about Trottier.
Perhaps someone will give you a description? Sure enough, somebody does. Talk
with Trottier. Don't boast! He will ask you a question from Plato's Lost
Dialogue, which you must answer correctly. Try again if you fail the test.
Reread Plato's Lost Dialogue if necessary. When you have correctly answered
his question, talk some more.

You must somehow convince Trottier to follow you into the hotel to see
Madame Sophia. Remember what Trottier says! Once in the room, let Sophia
take over. She asks Trottier for proof of his sincere belief and in reply,
he places a Sunstone on the table. Great! But now Trottier asks Sophia to
prove her ability to read fortunes. He asks questions for which only Indy
knows the answers. Save the game (Note 2). Then, he asks Sophia to guess how
many fingers he is holding up behind his back! At this point Sophia gives
Indy a chance to take over. If he does not and Sophia fails to answer
correctly, Trottier leaves, taking the stone with him. If, however, the
correct answer is given, Trottier leaves the Sunstone. On to Algiers!
(See Note 3 for an alternate solution.)

ALGIERS

After walking from the airport, you arrive in the busy marketplace. Talk to
Sophia. Since Indy will not bother the two citizens, talk to the beggar. Ask
about Omar. And it's a good thing he does not ask for any money! Since I had
none, I'm assuming you haven't any. Leaving the beggar, go east. Indy refuses.
Okay, read the sign and then go up the stairs. A balloon ride awaits but you
have no ticket. No sightseeing today. Leave.

Now, that knife thrower looks interesting. Talk to the Knife thrower. Talk
to Sophia and see if she will volunteer. She refuses. (What did you expect?
Would YOU?) Indy, however, has other ideas. When Sophia goes close to the
knife thrower, he just pushes Sophia forward. A cut-scene follows. Now you
have a bloody knife. Ugh! Talk to Sophia. Okay, okay, you get the idea.

Since Indy will not leave the market (west), talk to the grocer. Ah, food.
But you've no money and he refuses to trade for what you have in your
inventory. Talk to Sophia. Go down the back alley? Okay.

Talk to Sophia. Talk to the shopkeeper. Ask about the mask. Take it. Ask
about Atlantis and show the Sunstone. Omar will give you a map, and offers
transportation in the form of some camels. Leave with Omar.

However, you return almost immediately. The camels expired outside of town.
Talk about secondhand goods. Complain? Sure. This is one slippery customer.
Omar now proposes a trade for the mask. No thanks.

Return to the grocer and trade the mask for the squab. He refuses. Oh, great.
No choice now but to go back to back to Omar. Accept? Yes, the mask is useless
to you. A baseball? Look at Lou Gehrig baseball. What's this? Signed by
Ron Gilbert? Muttering something about historical baseballs, you go back to
the grocer.

The next sequence is variable. If he refuses, it's because he will not accept
a gift for himself. Keep returning to Omar. The grocer will eventually trade
for the squab.

My sequence was: baseball, voodoo doll (highly suspicious, that), glasses,
and black veil. Deal, gift for mother-in-law. (In your game it may be another
member of his family.)

Return to the beggar and give him the squab. In return he will give you
his daily special: a balloon ticket. Up the steps. Give the ticket to the
scruffy merchant. Ride the balloon. I said RIDE! Cut the rope!

BALLOON

Read the manual for instructions on how to fly the balloon. To land where
you want to, position the balloon to the south of your chosen site. The
balloon spirals downward and away from you, so it is easy to overshoot.

Land the balloon at nomad camps. Talk. Ask where the "X" is located. You
will not SEE the "X" until you talk to a nomad who is close to it.

DIG SITE

Shots ring out. The balloon deflates and drops. You lose your transport and
your problem causer at the same time. Exit, west.

This must be the dig site that Omar marked on the map. And lo, like all
eager adventurers, Sophia promptly drops out of sight. So much for teamwork!
Left to himself, Indy begins to examine his surroundings. Look at the truck.
Unusable. It is missing parts (spark plug, distributor cap). Exploring
further, you climb down the ladder.

It's dark! Note you now have TOUCH instead of LOOK AT in the verb list. Swing
your cursor around the large screen to find objects in the dark. Touch the
metal thing (portable generator). Touch little metal thing (on/off switch).
Use switch. Out of gas! Swell. But remember that the truck has a gas tank.
Keep feeling. Long tubular thing. What's this? A sleeping snake? Indy does
not like snakes! Oh, that's better: a hose. Touch clay thing. Pick up clay
jar. Head back to the truck. Use the hose with the gas tank and clay jar. Now
for some light! Back down the ladder. At the generator find and open the gas
filler pipe. Pour the gas into the pipe. Push the on/off switch. Isn't science
wonderful?

Pick up the ship rib and wooden peg. Look at the painting on the left. The
round object -- which is being tossed in the air -- looks so interesting that
Indy accidentally PUSHes against it. A secret compartment reveals itself, but
it is empty. Move to the generator; open it. Take the spark plug? Not without
turning it off. Go over to the right and look at the crumbling wall. Pry at
the wall with the ship's rib. A mural! The mural is a map of Crete, with a
hole in the center of it. Use the peg in the hole? Try it. Put the Sunstone on
the peg. Look at, push, and pull the Sunstone. Align the Sunstone (Note 4).

Cover the horns with Darkness. Click on the stone to move Darkness up to the
top under the horns. Click on the peg.

A cut-scene appears with Sophia coming out of a secret door. After she
fell, she found the distributor cap and an amber fish, both of which she gives
to Indy. Use the amber fish. It points at Sophia. Talk to Sophia.

Go to the generator and turn it off. Get the spark plug and return to the
truck. Repair the truck with the spark plug and distributor cap. Leave the
dig site for Crete.

CRETE

Walk to the pedestal. Talk to Sophia. Walk down the path to the ruins of
Knossos. Talk. Look into the doorway to the right. Talk to Sophia. Walk out
and go over the bridge on the left. Look at how the tall horns are the center
of the old town. Use the transit. Too far away. Pick up the transit and go
down to the ruins.

Walk to the entrances. When you find a mural, look at it. Remember what
Indy says. Examine the mural and note the positions of the two converging
lines. Talk to Sophia. Go out and look at the various piles of stones. Did you
find one that is loose? Good! PUSH that pile. Look for a second loose pile of
stones. Two statues will be revealed: a bull's head and bull's tail. (The
locations of the loose stones vary with each game.)

Use the transit on either statue. Turn the large knobs (coarse tune) to
locate one of the tall horns. Use the small knobs (fine tune) to the outside
edge of a tall horn. Click on the screen. You have found the correct spot when
a cut-scene appears with a line, then a traveling "X" on it. Move to the
other statue and repeat. Note, on one horn you must use an inside edge.

When a second "X" moves down, it will intersect the first line leaving
an "X" on the ground. Walk to "X marks the spot." Dig with the ship's rib.
A Moonstone! Pick up the Moonstone. Talk to Sophia, then leave the ruins.

Return to the pedestal and put down the two stones. Align the stones
(Note 4). Darkness conceals the tall horns. Darkest night healed by the Full
Moon. Push the spindle. A secret door opens. Talk to Sophia. Enter the door.

KNOSSOS LABYRINTH

Talk to Sophia. Examine the statue heads on the shelf. Pick up Apollo, Ares,
and Zeus. Uh-oh: the bronze gate closes the doorway. Replace a head on the
shelf and enter the doorway. Look back. See the statue head? Use Indy's
trademark, and whip the head. The gate closes, locking you in the labyrinth.
Talk. Save game. Explore and map if you wish then return here.

Go north up the steps, east, and west. Interesting statue. Walk forward and
the floor starts to drop when Sophia moves onto it. An elevator! Look at
those round shapes under the elevator as it covers them. After getting off the
elevator, the round shapes are now rock chips. But who is that? Professor
Sternhart. Read his note. Looking around, you spot a staff and a stone. A
Worldstone! Pick up the Worldstone and the staff. Examine the waterfall. A
chain. Leave the chain for the moment and go north.

Here you find a closed gate and a hole which is too high to reach. Talk to
Sophia. Persuade Sophia to climb up into the hole (Note 5). After the gate
is open, explore. Return to the waterfall. Climb up the chain. What's this?
Sophia stays put and refuses to follow.

Emerging from the secret door, go west. The elevator floor just bounces, but
does not descend. Aha! Another closed gate with a shelf. Right. Put the
statue heads on the shelf, the gate opens. Go through the open doorway, and
then north up the steps. Go east. Across a gap you can see a gold box that
cannot be reached. Look at the chock. Another elevator? Use the staff.

Go west, north, and east twice. Look at the statue, and then at its mouth.
Use the staff. Going up? Look at the gold box and pick it up. Orichalcum
beads! Time to check on Sophia.

Go west, north, and west to the room with the open shelf gate. Go up the
steps through the left doorway (north). Examining the statue reveals that the
head is loose. Use the whip? Why not? Walk to the head. Down you go.

Talk to Sophia. She takes the gold box, removes her necklace, and places it
inside with your Orichalcum beads. Now use the amber fish. Go north, through
the open gate (using the detector), north up the steps, and east. Here it will
point toward a blank wall. Look at the wall. Use the rib. A hidden door. Open
the door and go north. An Orichalcum bead lays on the floor. Sophia now gives
the gold box back to Indy and puts her necklace back on. Go east.

The Map Room! And there is another spindle. Put the stones onto it. Align
(Note 4). Darkness covers the horns. Full Moon covers Darkness. West sea
covers Full Moon. Push the spindle. Nothing. Try reversing West sea to East
sea (contrary minds). Push the spindle and the north door opens. Save your
game and go north.

Uh-oh! Kerner appears! Talk. Stay alive. Kerner leaves, wedging the
door shut, and you're locked in. Examine your surroundings. Look at the wall.
Use that trusty rib. Watch the cut-scene. Go up the steps and exit the
labyrinth.

SUBMARINE

Down at the dock you see a U-boat. Walk down and board. Opening the hatch
brings up the captain. Talk to him. Indy will fight the captain or you can.
Enter the sub after decking the captain. The sub will immediately sail.

An animated sequence now begins with the sub near the sea floor. There is
nothing you can do to maneuver the sub, as you have no controls. Try to spot
the airlock (click on a dark opening). Return to the conning tower.

Only two things of interest here. An intercom and a control. What the heck,
push/pull the lever. Embarrassment. A broken depth control. Down? Uh-oh.
Better yet, take note of Indy's advice. Since you're now the captain (?), just
order the crew out of your way. Much better. Now, to rejoin Sophia. Whoops!
That guard is enthusiastic and alert. But you still want to talk to her. There
must be another way. Explore. If you must use the head, close the door,
please.

Go aft and open the first trap door. Down and head toward Sophia. Talk.
Plan. Return to the conning tower ladder and go down to face the guard. He
immediately covers you. Talk to the guard. Bucket head? Sure, why not? It's
as good as any of the others. Love that action. Sophia promptly bonks the
guard with the pail. Talk to Sophia. Examine the locked wheel.

Move right over toward Kerner. What's this? Indy overhears a snippet of
conversation. Now you know where the stones are! And here is a plunger.
(Never know when it might come in handy.) Leave and go aft.

Hm, eats. Nobody is around, thanks to you, so pick them up. Make a
submarine sandwich? Sure, Dagwood Bumstead would approve! Eat. Indy is
prodigal, he saves some of the sandwich for later.

Moving to the left, look at the lever (speed control). Look at the switch
(reverse lever): two of the sub's controls. Now, depending on where
you ordered the crew (Note 6), walk aft to the Torpedo room. Nothing of
interest here. Return to the open trap door and go down. Walk left. Spot the
acid on the floor? Give you any ideas? Right. Use either the mug (near the
food) or clay jar. Head back up and walk to the other side of where Kerner is
talking with the professor. Open the trap door and go down. There you see the
captain's safe. Use the acid. That did the trick. Now the stones and a small
key are added to your inventory. Return to Sophia. Using the small key, open
the padlock on the emergency rudder control.

Go up the conning tower ladder. Fix the depth control with the plumber's
helper. It should fit. Push the plungerized lever.

In this animated sequence, you now control the sub. First, locate the air
lock to Atlantis. Then, you must steer the sub into the opening. Move the
sub closer toward you or away by using the steering wheel. If you miss the
airlock, stop, back up, adjust, and try again. (Steer left, right; away or
toward you.) Once you are in line with the airlock, the sub will
automatically enter it.

ATLANTIS

After emerging from the sub, it's dark again. Talk to Sophia. Explore. Touch
and pick up the wood thing (ladder). Find the rubble. Use the ladder on the
rubble. All at once, Sophia tells Indy not to touch her and then she yells
for help. Sophia is being kidnaped! A door opens and mysterious figures
disappear. The door closes, and Indy is left alone in the dark.

Quickly trying to follow, climb the ladder. The door will not budge. You
do find a stone thing here. Touch and open the stone box. Touching inside the
box you find a metal rod. Pick up. Try Orichalcum in the rod? Now you can see.
That bronze door must be where Sophia was forced through. Looking at the
sentry statue reveals nothing. There must be a way to open that door. The
spindle? You've done this before.

Align the stones (Note 4). Since the positions change with each location,
why not try reversing them 180-degrees from the last time? (Twelve O'clock is
moved to 6 O'clock; contrary minds again.) Push the spindle. Success: the
mouth of the statue opens. Use Orichalcum in the sentry statue. The bronze
door opens. Collect all of the stones and the ladder, then enter Atlantis.

THE OUTER RING

At this point all the paths converge. If you have not played out one of the
other paths, play on, using the main walkthru. If you have finished one of
the other paths, you now have a decision to make.

Note 1: Make a habit of talking to Sophia when entering a new area or room
for the first time, and particularly after something has been accomplished.
In other words, talk to her frequently. (Sophia will quite often suggest what
to do next.)

Note 2: Game saves. Games should be saved whenever a new area is entered or a
significant advance has been made. If exploring, it's easier to reset and
then proceed onward once you know what is awaiting.

Note 3 (alternate solution to get the Sunstone): After you find the mask in
Algiers, return to Monte Carlo. Find Trottier, again and (politely!) ask him
to enter the hotel. This time let Indy take over. While Sophia entertains
Trottier, you go into action. Pick up the blanket, open the cabinet, and get
the flashlight. Now, open the fuse box and pull the fuse. In the dark, use the
blanket, put on the mask, and turn on the flashlight. Halloween! A cut-scene
follows. Trottier leaves in quite a hurry, leaving the Sunstone. Return to
Algiers with the Sunstone.

Note 4: Plato's Lost Dialogue. The stone settings are from my game. They may
not be the same as yours, as Fate has several variable points. My stone
settings were: Darkness/Noon Sun, Full Moon/New Moon, East sea/West sea.
These settings have to be changed as you progress, usually reversed,
(contrary). If the instructions in your Plato are different, then you will
have to use those settings and view these as only a guideline.

Note 5: There are several paths in this conversation that can be taken. It
does pay to be nice, though.

Note 6: The crew can be ordered either aft or forward. Your choice.

Sophia tries to look at Indy. He backpedals. She talks. YOU decide.

FIST: Did you choose wisely?

MONTE CARLO

With all these people walking about, you wonder where the casinos are. Ask
for directions? Well, perhaps asking about Trottier might be a better plan.
Talking to the strangers should give you a description of who to look for.
Now, find the man, and talk to him.

After establishing who you are, Trottier will test you with a question from
Plato's Lost Dialogue. This must be answered correctly. If you do not know
the answer, read the book and try again. The questions will change each time.
After answering, he will give you a business card. Since Indy refuses to enter
the hotel, board the taxi and leave for Algiers.

ALGIERS

After slogging in from the airport by foot, you arrive in a busy part of the
market. Look at the sign and climb the stairs. Closed. Oh, well, go back down.
Go east and Indy refuses. Talk to the beggar. Interesting, but no help. Since
Indy will not bother the two citizens, go west; and since Indy again refuses
to enter the city (west), try the alley. A souvenir shop. Talk to the store-
keeper. Give the business card to Paul Abdul. Disregard Paul's instruction not
to follow when he leaves, and leave as soon as you can.

Now, Indy will enter the city. A map will appear. In the animated sequence
that now starts, follow the red fez figure. He will lead you to Omar's
house. The location of the house will change with each game.

Entering, Indy listens to the conversation, but moving around will promptly
precipitate a fight. Fight Horst. Don't forget to save your game before
fighting, just in case you lose; otherwise, you will have to replay from your
last save (Note 1).

After defeating Horst, Omar leaves. Look at and pick up various items: Bamboo
stick, Blackbird statue, Soapstone statue, and Hanging cloth. Aha! That hang-
ing cloth is the map Omar mentioned. But you cannot reach it. Okay, use the
stick to get the cloth map. You don't want to go back into the streets, so,
what about that camel? Ride a camel? Why not? Hop out the window and use the
camel.

DESERT

There is nothing like a short ride through the desert upon a camel with a map
to guide you. Right? Well, right, sort of. This is Indiana Jones who is
doing the riding. Trouble? In an Indiana Jones game? Of course not. WHOA! At
least not until now, that is. Try riding away from town. See those vehicles
moving in your direction? Try putting your mouse cursor on one of them.
See? TROUBLE! Okay, this is where I leave you....

If you want to meet a vehicle, note the subtle differences between the
drivers. Just for fun, try to get yourself surrounded by several and then
try to escape. Me? I am (ahem) more interested in finding that "X" on
the map. To do this, travel to various Nomad camps, and ask for directions.
The "X" will not appear until you inquire from a Nomad who is quite close to
it. (The location of "X" varies from game to game).

DIG SITE

Arriving at the "X," walk to the dig site. (Your camel will have run away if
you go back to it). Examine the truck, no good, unusable. Go toward the
tents: a rope ladder hanging in the sky? "Yipe!" Somebody shoots at you!
Okay, try the other side. No good. Same result. The wood ladder? Down.

It's dark. Note that you now have TOUCH instead of LOOK AT in the verb list.
Find and touch the metal thing (generator). Touch little metal thing
(on/off switch). Use switch. Light! Looking around you will see a painting on
the left wall, a table with a clay jar and a wooden peg, and a crumbling
wall on the right. There is also a ship rib near the entrance. Look at and get
the clay jar. An Orichalcum bead! Get the wooden peg. Get the rib. Return to
the painting on the left wall. Look at the round object. Strange. Okay,
push the round object. A secret compartment will open. Pick up the stone
disk. A Sunstone!

Go to the crumbling wall, hm. Use the ship rib with the wall? A mural. That
hole. The wooden peg? Yes! Put the Sunstone on the peg. Look, Use, or Push the
Sunstone. Now, align the Sunstone as per Plato's Lost Dialogue (Note 2):
Outposts; a Sunstone sufficed, if darkness concealed the tall horns. At the
top of the screen there is a carving with a horn-like appearance. Find
Darkness and click on the stone to move it under the horns. Click on the peg.
A secret door opens. Remember what Indy says about the mural. Note the
generator can be opened and a spark plug can be taken. Save game.

Go through the secret door. Oops! This brings you up to a confrontation
with a guard who takes exception to your digging an unauthorized hole. Talk
to guard; fight Rolf. Not that way! USE the whip! Climb the rope ladder.

BALLOON

Read the manual for instructions on how to fly the balloon. To land where
you want to, position the balloon to the south of your chosen site. The
balloon spirals downwards away from you, so it is easy to overshoot.

Land at a Nomad camp. Talk. Remember Indy is looking for the way to Crete.
Try talking to the Nomad a second time, <g>.

CRETE

Walk to the archaeological ruins. Look inside the door opening at the right.
Cross over the bridge to the left. Look at the surveyor's instrument. Pick up
transit. Walk down to the ruins. Look into all the door openings until you
find one with a mural painted on the wall. LOOK at the mural and REMEMBER what
Indy says. Also, look carefully at the positions of the mural's connecting
lines. Leave and look at site area.

Walk to the stones and look. Find two piles which Indy says are loose.
Push. You should now be looking at the statues of a bull's head and bull's
tail. Place the transit on either statue and become a surveyor.

Turn the larger (coarse tune) knobs to find a tall horn. Fine tune
(small knob) onto the outside edge of the horn. Click anywhere on the screen.
You have found the correct spot when a cut-scene appears with a line, then a
traveling "X" on it. Move to the other statue and repeat. Note, on one tall
horn you must use an inside edge. The positions of the statues change and are
different with each game. When the second "X" travels along the line, it will
intersect the first line leaving an "X" on the ground.

Walk to "X marks the spot." Dig with the ship's rib. A Moonstone! Pick up
the Moonstone and leave. Return to the stone pedestal. Oh! Did you not look
around before going down the path? Place the two stones onto the pedestal.
Now, to align them (Note 2). Cover the horns with Darkness; heal Darkness with
a Full Moon. Save game. Push the spindle: a secret door! Uh-oh, say hello to
Klaus. Talk? Well, this is the FIST path right? Right. Fight.

KNOSSOS LABYRINTH

Enter the door. Look at and pick up the heads of Apollo, Ares, and Zeus.
Oh, no! The gate closed! Return a head to the shelf. Go through the door and
look back. Retrieve the statue head by using your whip. The gate shuts,
locking you in. You are now standing in a room with a closed gate and three
doorways. Go north up the steps then west. This room has four doorways and a
closed gate. Look at the marble shelf. Open the gate? Yes! Use the statue
heads with the shelf. The gate opens. Explore and map if you wish, then
return here. Go up the steps and enter the left doorway (north).

Statue Room. Notice how the floor bounces in front of the statue steps when
you walk on it? Go up the steps and look at all the statue. Use the whip on
the head...oops, the head rolls down to the floor. Look at the head. "An
elevator," exclaims Indy, disappearing down.

Did you notice the shapes of the stones under the elevator as it went down?
Walk off (there goes Indy's ride). Ouch, the stones were crushed.

But who is laying here? Professor Sternhart! Read his note. Pick up the
staff. Look at the waterfall. Interesting. Go north. This room has a gate but
it cannot be opened without the aid of a partner. And you are alone, right?
Go back to the waterfall. Climb the chain.

Go west. Careful of the elevator! Now, go through the opened gate, north up
the steps, and east. Look at the room. Note chock. Look at it. Use the staff.
Go west, north, and east twice. Look at the statue's mouth. Use staff. Going
up? Look at and get the gold box. Another Orichalcum bead! Return to the
opened gate room with the statue heads on the shelf. Go up the steps to the
right doorway (northeast) and go east. This room has a massive stone slab
blocking the doorway north. Push slab (it sure is heavy). Push again (groan).
Push again (move a little bit). Push again (come on, fall over!). It does. Go
north.

Okay: break, break. It would be wise to make multiple save games from this
point until you leave the labyrinth. Save before or after, but save.

Walk to the stone outcropping. Easy. Swing across. Use whip. Go west, then
north through the passage. This is a room with two stone slabs and a passage
north where you can see two guards talking. Listen for a while. Then, try to
cross or enter the passage. Meet Hans. Okay you meet Hans. I pass. Move around
behind the slab, wait until the guard is in front of the slab, then push. You
can miss the guard if you push too soon.

Go north through the passage. Here stands his partner and he appears tougher.
Talk. You have to fight Franz.

Go north. You are now in a room with five doors. Explore northwest or north;
Otto.

Go east. Here stands Anton. Talk, oh sure; YOU talk. Me? I'm off to explore.
I'm leaving Anton alone for now.

Go northeast from the room with five doors. Say Hello to Karl. Oh, dear.
Sorry. Fight Karl. Nice waterfall.

Go west. Another one (grumble). Fight Kurt.

Go north, left doorway. Well, well. Look who we see here. And notice the nice
position of that hanging column of rock? What would happen if you pushed it?
Circle back to Anton. Pick up the stalactite.

Go east. What the dickens is that noise? Singing?

Go north. Talk. Fight Arnold? No way. Not me! You go ahead. After Arnold
tells you to go, try the doorway east. Wow! Doesn't this boulder look vaguely
familiar? Hm. Use rib. Uh-oh: trapped! Back down the passage and lo, talk
to Arnold, again. If Arnold tries to get physical, run!

Go east to where the boulder is wedged in the doorway. Use stalactite. Follow
the boulder's path, and look at poor Arnold! Get the amber fish. Use fish. It
points at you. An Orichalcum detector? Close the gold box, and use the fish.
It does not point anywhere.

Go west. The Map Room! Notice the spindle in the center of the rings. But you
only have two stones. Back to the labyrinth.

Go east. Go through the rooms and use the amber fish in each until you find a
room where it points down. Look into the pit. Too dark. Talk to the pit
(Note 3). Use your whip. Sophia climbs out. And she found a Worldstone. Talk.
Return to the Map Room. Put all three stones onto the spindle. Align the
stones (Note 2). Darkness covers the horns. Full Moon covers Darkness.
Glorious sun blazing upon a western sea. But do not forget the contrary
minds. Reverse the Worldstone to East sea. You should now have an open
northwest door.

Go northwest. The sea! You are out of the labyrinth. Look at the pointer.
Head for Thera.

THERA

Talk to Sophia. Talk to captain. Hm. The diving suit has a hole. After
talking, head east to the path. Look at the island scenery. Notice a gap in
mountain, notch in mountain, and a cleft in mountain. The next part is
variable: walk to each or until you come upon a truck and a vent. Find and
pick up the tire repair kit. Return to Sophia. Talk to Sophia. Return to the
salvage boat.

Look at the Lost Dialogue. Note the direction and distance to the Lesser
Colony. This varies from game to game. Talk to the captain and go to sea. Just
try to criticize the boat! Don't forget to divide by ten and reverse the
direction (e.g., north becomes south).

When the cut-scene ends, open the locker and look at the suit. Repair the
suit with the tire kit. Attach the air hose and don the suit. Save the game.

The game now shifts to Sophia's viewpoint.

Have her use the hoist to put Indy into the sea. (She will automatically
start the air compressor.) If the map coordinates are wrong, you will be
summarily returned to Thera. If correct, watch the cut-scene.

When Indy falls to the bottom, start looking at the caves. You have only a
few minutes. Hustling around, try each of the caves until you enter an
ancient airlock. (If you run out of air...how did Guybrush Threepwood get
into this?)

ATLANTIS

It's dark again. Okay. Find and TOUCH wood thing (ladder). Pick up the
ladder. Find the stone rubble. Use the ladder with rubble. Climb it. Touch
the stone thing (open stone box). Touch and pick up the metal rod. Use an
Orichalcum bead in the metal rod. Light! Look around. Check the statue and
bronze door. Notice the spindle? Right. Down go the stones again. Align the
stones (Note 2). Darkness covers the horns, Full Moon covers Darkness,
East sea covers the Full Moon. But remember the contrary warning? Reverse
all three stones 180-degrees from your last setting. (What was at 12:00
O'clock is now at 6:00 O'clock). The mouth of the sentry statue opens. Use
Orichalcum in sentry statue. The bronze door opens. Pick up all the stones
and the ladder. Enter Atlantis.

THE OUTER RING

At this point all the paths converge. If you have not played out one of the
other paths, play on, using the main walkthru. If you have finished one of
the other paths, you now have a decision to make.

Note 1: Game saves. Games should be saved whenever a new area is entered or a
significant advance has been made. If exploring, it's easier to reset and then
proceed onward once you know what is awaiting.

Note 2: Plato's Lost Dialogue. The stone settings are from my game. They may
not be the same as yours, as Fate has several variable points. My stone
settings were; Darkness/Noon Sun, Full Moon/New Moon, East sea/West sea. These
settings have to be changed as you progress, usually reversed (contrary). If
the instructions in your Plato are different, then you will have to use those
settings and view these as only a guideline.

Note 3: The Room with the waterfall. You can't "see" the pit until you use
the amber fish. Yes, that's right. Talk to the pit. First time around I
automatically used the whip. Never even thought of talking to it.

WITS PATH

This is a walkthru of the Wits (or Thinking) Path of the game Indiana Jones
and the Fate of Atlantis. If the player follows these instructions carefully,
the walkthru will lead them to a successful arrival at Atlantis.

INTRODUCTION

The Wits Path starts after Indiana Jones has found the Lost Dialogue of Plato
and decides to follow the game path which requires his thinking his way
through. The Wits Path ends when Indy discovers the underwater entrance to
Atlantis.

PATH SPLIT

After finding the Lost Dialogue of Plato and returning to his office, Sophia
may recommend the Action Path, Team Path, or Wits Path to Indy. Indy must pick
the Wits or Thinking Path for this walkthru.

MONTE CARLO

After selecting the Wits Path, go to Monte Carlo. Talk to the man in the
brown suit with a flower in his lapel. This is Trottier. Be honest and
diplomatic and ask him about Atlantis. You must answer his question correctly.
He will not necessarily ask the same question again. But all answers to all
his questions are in the Last Dialogue. You may have to fail to answer his
questions several times until you have learned a repertoire of correct
answers. Once, Trottier feels you are knowledgeable he will hand over his
business card.


ALGIERS

Go to Algiers. Go to the far left and walk down the back alleyway to the
Artifacts shop. Ask the attendant if he is Omar. He isn't so try to persuade
Omar's servant, Paul, to arrange a meeting with Omar. Offer Paul, Trottier's
business card then attempt to follow Paul through the city. You can't spot him
among all the other pedestrians but you can see a man in a red fez. Follow the
man in the red fez to the market and then approach him. You want his red fez,
so compliment him on it profusely, express envy and he will give it to you.

Return to the Artifacts shop. You may have to wait for Paul to arrive back
from the errand you sent him on. When Paul returns, offer him the fez and
convince him he needs it. Then ask Paul to try and arrange a meeting with Omar
again. Follow him through the city again. This time you can do so by following
the red fez. Eventually, Paul will enter Omar's House and you follow him in.

Omar is not pleased to see you. He doesn't want you looking around and
touching his things either. Lure him into the closet then close the closet
door.

Pick up two statues, a blackbird and a soapstone carving. Pick up the pole.
Use the pole with the hanging cloth to obtain the map. Use the camel outside
the window.

DESERT

Go to the Nomad camps and ask about the map. They will describe where the
"X" (e.g., the Nazi dig) is in relation to their camp. Use the camel to travel
around the desert.

Officers of the Foreign Legion will chase you in the desert. Try to avoid
them. If you encounter them you must resist being sent back to the city. Offer
them one of Omar's statues. Eventually the nomads will guide you very near the
dig site which will be marked up an "X" on the screen.

DIG SITE

Once you arrive at the Abandoned dig site. Check out the truck. Open the door
and try starting the truck. It seems the engine won't start. Walk to the
ladder. Look around in the dark and you will come across a "metal thing."
Touch it and you will find it is a portable generator. Locate the "little
metal thing" and touch it. Use the on/off switch. You discover the generator
is out of gas. Pick up the long snaky thing (a hose) and the clay thing (a
pot) and return to the truck.

Remove the gas filler cap and fit the hose to the gas filler. Use the clay
pot with the hose to collect some gasoline. Pick up the clay pot and hose, and
return to the generator. Remove the generator's gas filler cap and pour the
gas in from the clay pot. Now use the on/off switch to turn on the light.

Go over to the painting on the left and push the round object in the middle
of the painting. Pick up the Atlantean statue. Walk over to the ladder and
pick up the ship rib. Walk to the right and look at the crumbling wall. Use
the ship rib to clear away the crumbling wall and look at the mural.

Open the generator and note the spark plug. Turn off the generator and remove
the spark plug. Return to the truck, open the hood and insert the spark plug
in the engine. Try starting the truck. The battery is flat. Put the bead of
orichalcum in the Atlantean statue and use the statue with the spark plugs.

Return to Monte Carlo to warn Trottier about the plot to kidnap him. He will
be skeptical but persist. Unfortunately, you are too late and you witness his
abduction first-hand.

You must follow the red car which the Nazis are driving around Monte Carlo
and ram them at every opportunity. Eventually you will crash into them and
the Nazi's will run away leaving Trottier behind. Talk to Trottier. He will
recover quickly and inform you where the entrance to Atlantis is and where he
tossed the Sunstone out of the car.

Look at the street sign to establish where you are. Then explore the city
intersections, checking the signs until you find the intersection where
Trottier tossed out the Sunstone. This may take some time.

When you find the intersection, look down the drains. Open the drain cover
and pick up the Sunstone. Return to the hotel and get a taxi cab to the
airport. Go to Thera.

THERA

You arrive at the dock on Thera. Look at the crate that has a balloon inside
it. Try opening it and asking the official for the balloon. You need an
invoice.

Try taking the very large basket. Ask the official what he would take in
exchange for the basket. He wants an archaeological exhibit. Pick up the
fishing net.

Walk up the hillside to the gap in the mountain. Check out the vent. Close
the empty crate and pick up the balloon invoice. Walk into the mine entrance
and then walk further in. Close the interior door. Put the Sunstone on the
peg.

Now look at the Lost Dialogue and find the passages: "Gates of the kingdom,
only opened with the aid of special stones. At many outposts, a sunstone
sufficed, if darkness concealed the tall horns."

Place the symbol for darkness at the top of the Sunstone, and push the peg.
There is a click if you use the right combination. Open the door and pick up
the carved sign. Close the door and pick up the Sunstone. Pick up the
entrenching tool and return to the outer entrance. Open the entrenching tool
and use it on the cave-in.

Meanwhile, watch Sophia, Kerner and Ubermann leave Thera in a submarine.

Return to the dock and exchange the basket for the ancient sign. Exchange the
balloon invoice for the crate. Get out the balloon. Use the fish net with the
balloon and use the balloon with the basket. Now return to the vent in the
mountains. Use the hose with the balloon and use the balloon with the vent.
The balloon fills with gas. Use the inflated balloon to track down the
submarine. This may take some time. Land near the submarine.

SUBMARINE

Once you have changed into the sailors uniform, open the hatch and walk down
into the interior of the submarine. Walk down to the lower deck. Walk aft and
pick up the bread and cold cuts and make a sandwich with them. Walk forward
and talk to the guard in front of the lockers. Offer him the sandwich when he
says he is hungry and offer to cover for him. Open the lockers and pick up the
Moonstone and torpedo instructions.

Walk to the forward sections and pick up the washing line and oily rag. Walk
to the aft torpedo tube. Use the torpedo instructions on the control panel.
Use the oily rag on the wires that spark and pull the launch lever.

Having caused a distraction, walk to the forward torpedo tubes. Use the
torpedo instructions on the control panel. Attach the clothesline to the
launch lever and open a torpedo tube. Try getting in the tube. Change clothes
then get in the tube. Pull the clothesline.

CRETE

Approach the stone pedestal. Look at the Lost Dialogue and note the following
paragraph: "At the Greater Colony a Moonstone was also needed, with the noon
sun riding high above the full moon."

Place the Sunstone, then the Moonstone on the spindle and look at the
Moonstone. Align the Sunstone as before and the Moonstone as in the paragraph
from the Lost Dialogue which references the Greater Colony. Push the spindle.
A secret entrance appears. Pick up the Sunstone and the Moonstone and walk
through the secret entrance.

LABYRINTH

Pick up two stone heads and then walk through the doorway. From this room,
use the whip to get the third stone head.

Explore the Labyrinth. In the room with the Minotaur statue use the whip with
the Minotaur head. Then stand on the unstable floor, and descend on the
elevator. Sternhart, who ran off with the Worldstone in Tikal, has starved to
death down here but don't worry. Pick up the staff and read the note. Pick up
the scarf and comb and the Worldstone. Now, look at the waterfall and use the
chain. Try to avoid stepping on the elevator as there is no need to go down
again.

Find the other door which has a shelf next to it. Put the three stone heads
on the shelf to open the door. Walk through the doorway and look for the room
with the gold box. Remove the chock with the staff. Now, find the room where
the lower part of the stone shaft is located. Put the staff in the statue
mouth and go up to the gold box via the elevator. Pick up the gold box and the
bead of orichalcum. Walk to far doorway to and find a large machine.

Put a bead of orichalcum in the Atlantean statue (used to start truck engine)
and put it in the machine. The machine will dig a hole through the wall. Crawl
through the hole.

You are in the Map Room. Place the Sunstone, Moonstone and Worldstone on the
spindle in the middle of the map. Look at the Lost Dialogue and read the
passage: "To approach Atlantis itself a Worldstone was required as well, with
darkness ruling the old city without challenge."

Position the three stones according to the three passages of the Lost
Dialogue and one of the three doors will open. Pick up the Worldstone,
Moonstone and Sunstone. Walk through the doorway opened by the stones and
behind the waterfall.

Put the orichalcum in the gold box and close the box. Attach the clothesline
to the comb and use the scarf on the comb. Use the comb on the string as an
orichalcum detector. You will find some more orichalcum under some bones.
Use the orichalcum detector again (you will have to charge it again with the
scarf) in the waterfall room. Use the ship rib on the crumbling wall. Open the
door and walk into the subway. Pick up another bead of orichalcum and put in
the mouth of the subway car. Use the subway car. You are now at the underwater
entrance to Atlantis.

ATLANTIS

The Atlantis section begins when each of the Action, Team or Wits paths end
(e.g., the paths converge at the underwater entrance to Atlantis).

During your exploration of Atlantis, you may need to pick one or two fist
fights with the Nazi Guards. If you need help winning these fights, see the
Action (or Fists) path walkthru above for some guidelines on this topic.

You have found your way to the underwater entrance to Atlantis but you are in
the dark! Look for the "wood thing", touch it and pick up the ladder. Walk to
the right and put the ladder against the stone rubble and climb up. Open the
"stone thing" that is slightly to the left, and pick up the metal rod. Open
the gold box, get out the orichalcum, and place a bead in the metal rod.

Now you can see the spindle, place the Sunstone, Moonstone and Worldstone on
the spindle. Read the Lost Dialogue and note the passage: "The final entrance
yielded only to contrary minds."

Position the stones as you did at the entrance to the Labyrinth on Crete, and
then turn each stone through 180 degrees. Place a bead of orichalcum in the
statue's mouth. Pick up the ladder and stones, and walk through the entrance.

OUTER RING

Read this entire OUTER RING section before proceeding with the game!

There are Nazis guarding the hallways and corridors of the outer ring. You
may fight the Nazi guards or you may back off. You may need to fight a guard
at least once to obtain some lunch. Explore all the rooms marked with a "?"
to identify their contents. Remove all the gratings and crawl through the
grate openings.

During your exploration of the outer ring you should find the following rooms
and items:

ROOMS
=====

Subway I -- dead end
Statue Room -- use the ladder to cross the hole and pick up a cup
Robot Parts I -- pick up the bronze spoked wheel
Lava Room -- where you collect lava in a cup
Machine Room -- where you make orichalcum
Lower view of Dungeon -- where a guard holds Sophia imprisoned in a cell
Higher view of Dungeon -- use orichalcum in the statue to crush the guard
Subway II -- pick up the rib cage from the skeleton
Crab Pool -- where you trap a crab
Robot Parts II -- pick up the bronze gear
Sentry Room -- where you use the eel sculpture

ITEMS
=====

Bratwurst -- on beating up a guard
Cup -- in Statue Room
Statue head
Bronze spoked wheel -- in Robot Parts I
Bronze gear -- in Robot Parts II
Rib Cage -- at Subway II
Eel Sculpture
Crab -- baited and trapped from Crab Pool

Once you have collected all the above items and identified all the above
rooms, you can go ahead and make use of the items and rooms as follows:

Crab Pool: Put food (e.g. bratwurst or gum) in the rib cage. Put the baited
rib cage in the pool. Wait for a crab to be tempted by the bait and trapped,
then retrieve the rib cage with the trapped crab.

Lava Room: Place the cup on the pedestal, then the statue head on the plaque
to obtain a cup of lava.

Machine Room: Use the bronze spoked wheel with the spindle at the bottom of
machine. Pour lava from the cup into the funnel at the top of the machine.
Collect orichalcum at the bottom of the machine. Keep the bronze spoked wheel
as you will need it later.

Higher View of Dungeon: When you come across the grating that looks into the
dungeon near the robot statue, feed orichalcum to the statue to activate it
and crush the guard.

Sentry Room: Use orichalcum in the eel sculpture to evaporate the pool of
water. Use orichalcum in the fish statue to open the double doors. Go to the
dungeon. Visit Sophia in her cell, but you can not release her yet. Pick up a
part of the robot statue.

If you run out of orichalcum, you may manufacture more by revisiting the lava
and machine rooms at any time.

CANAL

Walk to the canal. Distract the octopus by feeding it the trapped crab. Walk
over to the raft and climb aboard. Use orichalcum in the crab-like raft
mouth. Use the Sunstone on the spindle above the gate to open the gate to the
left. Use the Moonstone for the next gate. Stop at the landing. Climb the
stairs and walk through the doorway. Pick up the crescent shaped gear, close
the cupboard and look very carefully at the diagram. You will need to refer to
this later.

Return to the raft and float to the next gate. Use the Worldstone to open
it. Stop at the next landing. Walk through the archway.

Use the ladder to climb up the robot statue. Open the chest plate and look
inside. Place the bronze spoked wheel on the center peg and place the robot
part on top of it. Put the crescent shaped gear on both of the right hand
pegs. Place the bronze gear on the upper left peg. Place a bead of orichalcum
on the center peg. Climb down the ladder, and attach one end of the chain to
the arm, now moved forward. Attach the other end of the chain to the loop on
the door.

Move the arm backward by moving the bronze gear to the lower left peg and
feeding it another bead of orichalcum. The door will now open. Pick up the
hinge pin, that is lying on the floor, and pick up the ladder.

There is a decision to make at this point. You may go back and rescue Sophia
or you may go on with out her. Skip the next paragraph if you do not wish to
rescue Sophia.

Return to Sophia. Give Sophia the hinge pin. Pick up the cage door and have
Sophia wedge the door open with the hinge pin. Lift the cage door and pick up
the hinge pin.

Return to the raft and float to the archway entrance. Pass through the now
open doorway to the middle ring.


MIDDLE RING

(If Sophia is not with you, skip the next paragraph.)

Sophia is acting rather strange and you need to help her. She will lead you
into a room with a lava pit. Look at Sophia and place a bead of orichalcum in
her necklace. Then capture the necklace in the gold box. Indy tosses the box
into the lava pit. Look over the strange skeletons to the left and pick up
the scepter. If you have not managed to save Sophia from possession she will
not leave the room. Skip the next paragraph.

Go through the first entrance on the left. A lava pit is in the center of
this room. Look over the strange skeletons to the left and pick up the
scepter.

Leave the lava pit room and continue walking round the middle ring. Walk past
the next entrance on the right and look at the markings on the wall on the
left. Return to the entrance on the right and walk into the room. Look at the
markings on the floor. Each set of markings are instructions on how to
operate the machine in this room. The markings on the wall indicate how to
start the machine and the markings on the floor indicates how to stop the
machine.

Climb aboard the machine. Use the hinge pin and scepter as operating levers.
Put the levers in the correct position for starting the machine. Feed the
machine with orichalcum. Enjoy the ride! Stop the machine by moving the
levers to the stop positions.

INNER RING

Walk across the bridge to the center of the ring. Then walk across the lower
bridge to the outside of the ring.

Explore the connections between the doors and the stairways. Note the
sunstone, moonstone, and worldstone positions on the giant carving on the
wall. The aim of the exploration is to find your way to the lava crust. This
may take some time.

Walk across the lava crust once you have figured out a path that is safe. As
you step on a piece of crust the piece in front disappears. Pick a path where
the piece in front has already disappeared.

CENTER

Walk down the stairs to the center of the inner ring. Place the Sunstone,
Moonstone, and Worldstone on the spindle in the configuration depicted in the
giant carving on the inner ring wall.

Having started up the machine, it looks as though Indy has played right into
the enemy's hands! Don't worry too much when they plan to put you on the
platform; you're not going to be the first guinea pig.

After Kerner's demise, Ubermann orders Indy onto the platform, Try to stop
him from using the machine and then tell him that when you become a god you
will make certain he will pay for his misdeeds. The professor should be
convinced he can not risk Indy becoming a god but should use the machine on
himself instead.

(If you have Sophia with you, skip the next paragraph.)

Sophia enters at this point, clearly under the influence of Nur-Ab-Sal. She
insists on using the machine for herself and is transformed, kills Ubermann,
manifests as Nur-Ab-Sal and then disintegrates. Indy, but not Sophia, wins
the day! Skip the next paragraph.

By convincing Ubermann to use the machine on himself, Indy and Sophia win the
day!

Indy and Sophia saw Atlantis with their own eyes but no evidence is left. The
use of the "god" making machine has disturbed the earth's crust. Atlantis
erupts as a volcano and then sinks back into the sea...the Fate of Atlantis.


свои впечатления на another_one@rambler.ru


Кто прислал: ab ovo Когда: 17:4:2001 - стр. full -




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