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Walkthrough

by GrayKnife

                      Indiana Jones And The Fate Of Atlantis
                           Complete Walkthrough
                        By: Felipe ''GrayKnife'' Gaboardi
                     E-mail:  [email protected]
                                Version: 1.0
                            22:37 January 18th 2008
Legal Stuff:
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*         CONTENT          +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
1-0 - Introduction
  -1- I.Q. Points
  -2- Fighting
2-0 - Walkthrough
  -1- The Beggining
  -2- Plato's Lost Dialogue
  -3- The Team Path
  -4- The Fists Path
  -5- The Wits Path
  -6- The Lost Kingdom
3-  - Credits
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 1-0 -- INTRODUCTION --   +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
Ah, yes... Indiana Jones And The Fate Of Atlantis... one of the great
adventure games from the time LucasArts wouldn't make every single game
about Star Wars. I remember when I was little kid my brother bought this
''chest'' that had this game plus Day Of The Tentacle and Sam & Max Hit
The Road. I didn't really play it back then, but I just loved watching my
brother beat it. Now, after over 10 years and playing Fate Of Atlantis dozens
of times, I've finally decided do write this FAQ about it. I hope it's useful
and help any gamers, like me, that love the adventure genre. If you have any
doubts, problems or comments just send me an e-mail.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 1-1  -- I.Q. Points --   +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
Unlike most of LucasArts adventure games (and, ironically, like most Sierra
ones), Fate Of Atlantis has a points system, the Indy Quotient (I.Q.). You
can see how many points you've made so far in the game by pressing ''I''.
Like in any other adventure game, the I.Q. points don't really have any
relevant purpose, they just add fun to the game, if you want to try to
complete it 100%.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 1-2   -- Fighting --     +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
Probably the only flaw in the entire game. Although the fighting system has
improved a lot ever since Indiana Jones And The Last Crusade, it's still a
real pain. You have to be quick enough to know how and when to block and to
punch. There's also that blue bar on top of Indy's health. It indicates the
strength of Indy's punch and, after you throw a punch, it will go empty,
making any hits you give in a row very weak and making you have to defend
yourself until de bar fills up again.
You use the Numpad to fight. The commands are:
7, 4 and 1 - Step back (if you do this several times, Indy will run away
from the battle)
8- Block up
5- Block in the middle
2- Block down
9- Punch up
6- Punch in the middle
3- Punch down
Note: These are the commands if the enemy is on Indy's right. When you fight
them on Indy's left, swap the Step back and the Punch commands

Fortunately, there's the Instant Knock-Out punch. If you press insert (Num 0)
during a fight, Indy will throw a punch that will knock the opponent out
right away. It works against almost all enemies, except Arnold (the singing
guy you meet at the Fists Path) and the guy that's guarding Sophia's cell at
Atlantis. You must be warned, though, that when you use it, you won't get
any I.Q. points.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-0   --WALKTHROUGH--    +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
Now that we're done with the introduction, it's time for what we've all be
waiting for! But, before that, a little warning: THIS WALKTHROUGH CONTAINS
SPOILERS! READ CAREFULLY!

+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-1   --The Beginning--  +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*
Indy's adventure begins in an amazing...attic. If you're asking yourself why
the hell did he break in through the window, it's because the stairway is
under repairs (although that wouldn't stop anyone from going through them in
real life). Look around as much as you like. When you're done, check the
Peculiar Statue. Indy will fall through a hole and land in another room.
Now, check the rope dangling inside the hole and the statue will fall on top
of him and he'll fall down the hole (again). You'll land in some kind of
library. If you try to go through the exit, you'll know that (like I've
mentioned earlier) the stairway is closed for repairs. Check the shelf that
has books on statues. It'll tip over on top of Indy (ouch) and make him fall
into a room filled with cat statues. There's a table in the room with four
of them. Check any of them and you'll learn it's a cat statue of a god or
something. It depends on which statue you pick. Anyways, choose another cat
and it'll turn out to be a real cat! (oh, crap!) it'll scare Indy to death,
making him roll down the coal shute into the furnace room. There are three
lockers down here. Open all of them. It doesn't matter in which order you
open then, as soon as you open the last one, you'll find the statue you were
looking for (what the hell is it doing down here?). Now, Indy will go to his
office where a scene will start. Marcus and some guy named Smith will be
waiting.

So, basically, that Smith guy has some sort of key to the statue you've just
got. After they open it, some kind of small coppery bead comes out of it.
Suddenly, Smith points a gun at both Indy and Marcus and ask for the statue
and the bead! But Indy finds an opportunity to fight. After some punches,
''Smith'', if that's his real name, escapes, but leaves his coat behind.
You'll then learn that he's actually a nazi spy called Klaus Kerner! And
that he's after Sophia, Indy's assistant from an escavation on Iceland that
decided do give up archeology and become a psychic. Well, off to warn her we
go! Now you're heading to New York City!

+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-2   --Plato's Lost Dialogue--  +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

--------------
New York City
--------------
Now the game starts for real! Notice that the action buttons and the inventory
 are now showing. I'm guessing you're smart enough to know how to use those,
so I won't explain. You can also see your I.Q. points now. You're somewhere
in New York, standing in front of the theater where Sophia's giving her
lecture. The only item you have with you is that magazine Kerner had (you'll
keep it for the entire game, which doesn't really make sense, considering you
won't need it for ANYTHING). You can use the taxi and go back to Barnett
College, if you like, but you don't have to.

Anyways, you have to get in the theater, but, unfortunately, they're sold out
and the gates are locked. What to do... what to do... first of all, there's a
newspaper in front of the newspaper stand (duh). Grab it. There are actually
three ways to get inside:

A)Open the door on the back and the security guy (Biff) will show up. When
talking to him, choose all the options that say good stuff about Sophia (she's
 smart, she makes things easy to understand, etc.) and he will let you in.

B)Well... you're going to have to be a little rude... open the back door and
talk to Biff. Choose all options that offend him, then you'll have to fight
him. If he knocks you out, don't worry, you won't die. As soon as you get to
beat him, enter through the door (he'll disappear after you leave the screen...
weird).

C)Instead of going through the door, you'll go through the fire escape on the
right. But you'll have to move a couple of crates first (two of them). Push
the first one, walk to the right and push the second one. walk to the left
and push the first one again and then push the second one again. Now use the
fire escape and you're in.

Now, you're in. But you can't talk to Sophia because she's still giving the
lecture. Try walking towards her and the stagehand will stop you and you'll
watch Sophia talk a little about Atlantis. When it's done, try walking there
again and you'll learn more about Atlantis. Now, to get rid of that stagehand.
If you've talked to him, you already know that reading is one of his hobbies,
so give him the newspaper and he'll leave (you could try to give him the
magazine, but he wouldn't take it). Even though he's not here anymore, he'll
pop up if you try to head to the stage and still stop you... but now he won't
stop you from using the machine on your left. Push the left and right levers,
use the button and watch the fireworks. After that whole ''burning ghost''
show, Sophia will take you to her room to have a chat.

As soon as you enter her room, you'll see that someone has searched through
Sophia's things! Everything is a mess! Indy try to find who did, but doesn't
see anybody on the streets. As soon as he goes back to the room, Kerner will
show up (he was hiding behind the crates) and will call some guy called
Ubermann to tell he's found the ''treasure'' they seek. Later, Sophia will
tell you about the Nazis searching for new sources of energy, and that they're
looking for the power of Atlantis! Obviously, Indy doesn't take her seriously.
She, then, tells him to search for a small coppery bead in her drawer.
It is just like the one Kerner stole! Sophia will then show her necklace and
put the bead in the medallion's mouth. Suddenly, some weird stuff happens and
some kind of ghost shows up and disappears! According to Sophia, tha was
Nur-Ab-Sal, her spiritual guide. She then says that you that the spirit says
that they must find a book... the Lost Dialogue Of Plato! She found the
Atlantean stuff on Iceland, so that's where you're heading to.

--------
Iceland
--------
Now, you're on Iceland and Indy is now wearing the proper ''Indiana Jones''
clothes. You also have your trustworthy whip with you now.

Walk into the old dig site and talk to Dr. Bjorn Heimdall. He's kinda
unfriendly and wants you to get out of there as soon as possible. Just chat
with him a little. Eventually, you'll be able to ask him about the Lost
Dialogue. He tells you to visit Dr. Sternhart on Tikal and Felipe Costa on
the Azores Islands. Well, that's all we've got to do here. Exit the dig site,
use the truck and head to Tikal.

------
Tikal
------
Enter the jungle to your left. Besides the entrance you've just come through,
there are five dark paths here. The third one, starting from the left to right,
leads you out of the jungle to a tree with a huge snake (why it had to be
snakes?...). You've probably noticed there's a rotent here. Try to get close
to him and make him stay in front of the exit path. Get a little close (but
not too much) and use the whip on it. The rotent will run into the path and
out of the jungle. The snake will attack it and both of them will fall into
the chasm. Now that the tree is free, use it. Indy will climb it and get to
the other side of the chasm. Then Sophia will show up and say she'd found a
path (what a waste of time that was, huh?).

Try to get inside the temple. Dr. Sternhart will stop you and say that only
scholars are allowed inside the temple. He also says he translated the Lost
Dialogue, but someone called Smith took it! (D'oh!) Just keep talking to him.
Eventually he'll say that he'll only let you go inside the temple if you tell
the name of Plato's Lost Dialogue. You'll have a bunch of options (like
Socrates or Gluteus Maximus), but, why try to guess? Just be honest and say
you don't know the title (notice that the parrot on the tree will say
''title'') and Dr. Sternhart will leave. Now, talk to the parrot (you heard
me) and select ''title?'' and it will say Hermocrates, which is the right
answer. Try to get inside the temple again and Dr. Sternhart will show up.
Talk to him, tell you want to explore the temple and select Hermocrates. He'll
let you in.

Well... you're inside the temple, but there's nothing really interesting here.
..or is there? Talk to Sophia and tell her to keep Sternhart busy. Leave the
temple and grab the lamp on the souvenir stand. Now go back to the temple,
open the lamp and use it on the left spiral desing. The kerosene will eat
away the tarnish and now you can pick it up, so do it.You can give the lamp
back to Sternhart, if you like. Now use the spiral desing on the head on your
left. Now it looks like an elephant! Pull the ''nose'' and the wall will open,
 showing the tomb of an atlantean king! Now, that's something! Sternhart will
head to the tomb and grab something he calls a Worldstone. Then, he'll leave
through a secret door, which you don't have any way to open (damn it..). Luck
you, he left an orichalcum bead behind. Just grab it and leave the temple.
Head back to the truck and use it. Before going to The Azores, why don't we
pay Bjorn a visit? Go to Iceland.

--------
Iceland
--------
Enter the dig site and you'll find out that Professor Heimdall froze to death.
.. oh, well, too bad. Before turning into a popsicle, he was able to expose
part of something that's trapped inside the ice. It seems to be an eel
figurine, and it's head is out. Use the bead inside the eel's mouth and it'll
melt itself right out of the ice. Grab it and head back to the truck. NOW it's
time to go to The Azores

-------------------
The Azores Islands
-------------------
Well, not much to do around here except talking to the old man. Talk to Sophia
and tell her to talk to the guy (you could try talking to him with Indy, but
Mr. Costa wouldn't take him much seriously). You are controlling Sophia now.
Use the open command on the door. Sophia will just knock. Mr. Costa will show
up. Just talk everything with him. Eventually, you'll learn that he's willing
to trade information on where's the Lost Dialogue in exchange for a priceless
artifact. Considering that Sophia would NEVER trade away her necklace, we'll
just trade the eel figurine we've just got. Talk to Indy and put him back in
command. Knock the door and talk to Mr. Costa about a trade and trade the
figurine. The old man will say that the Dialogue is in the *Random name that
changes with every game* collection, which happens to be at Barnett College
(wow, what are the odds?).

---------------------
Somewhere In Germany
---------------------
After learning where the Dialogue is, a cutscene starts. It shows Kerner
showing Dr. Ubermann the orichalcum bead, some experiments with that
Atlantean stuff happening and the idea of Ubermann making orichalcum bombs.
I won't get in much details, it's something that's easier to see than describe.

----------------
Barnett College
----------------
Time to get the Dialogue! It's location changes with every game. If you look
around and remember the name of the collection that Mr. Costa said, you'll
find it more quickly. Anyway, here are the possible locations and how to get
it.

A)Inside one of the cat statues:
You've probably noticed that the stairway is already repaired, so go through
there. You'll be back at the library. Check the school desk and pick the gum
up (ew). Now go down to the furnace and use the gum on the coal shute. Now you
can walk up it! Yay! (although that doesn't seem to be possible in real life).
Now that you're up here, check each of the cat statues. One of them will look
different, so pick it up and you'll learn it's made out of wax. Head down to
the furnace room, open the furnace and use the statue on it. The cat will melt
 down and you'll be able to get Plato's Lost Dialogue.

B)Inside the shelf that fell over on top of Indy:
There are, actually, two ways of getting this one:
I-Go down to the furnace room and pick up the rag lying around. Go all the way
up to the library and use the rope to get to the room up. There's an arrowhead
on one of the shelves. Pick it up. Now go down back to the library and use the
rag with the arrowhead. Use the arrowhead with each one of the screws to
unscrew them (if you did that without the rag, it'd hurt Indy's hand and he'd
only do it with the first screw). Now, open the back of the shelf and you'll
get the Dialogue.

II-You've probably noticed that the stairway is already repaired, so go through
there. You'll be back at the library. Check the school desk and pick the gum
up (ew). Now go down to the furnace and use the gum on the coal shute. Now you
 can walk up it! Yay! (although that doesn't seem to be possible in real life).
Before climbing it, pick up some coal, first. Go up the shute. You'll notice
that there's a book dangling at the hole you made. Throw the coal at it and
it'll fall down. Now, pick it up. It's the Lost Dialogue!

C)Inside a chest:
Head to Indy's office and open the ice box. Pick up the mayonnaise jar and
head all the way to the library and use the rope to get to the room up. Use
the mayonnaise with the statue at the corner of the room and pull it as much
as you can and climb it. You'll be where you started the game. Open the
funeral urn that's on the floor and pick up the ashes... for some reason there
 was a key in there. Head back to the floor below and push the box to your
left. There's a chest behind it. Use the key with it and open it. The Dialogue
is inside it.

Now that you have the Dialogue with you, head to Indy's office and read it (it
has some important clues you'll need to know). Now you know what to do next...
find Atlantis' outposts and colonies, find the stone disks and, finally, find
Atlantis itself! After reading the Dialogue, Sophia will read your fortune and
now you have three choices of paths:
Take Sophia with you (Team Path)
Fight your way through (Fists Path)
Think your way through (Wits Path)
Each path has different puzzles and gameplay, so I recommend you save here in
a different file so you can pick a different path after you've reached Atlantis
on the one you choose now.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-3      --The Team Path--       +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

In the team path, you're with Sophia. You'll have to work together to get the
stone disks and reach Atlantis.

First of all, visit Algiers

--------
Algiers
--------
Not much to do here now... just head all the way left and up the back alley.
Take the mask and give it to the shopkeeper to ask how much it cost. He'll let
 you have it. You can also ask him if he's Omar Al-Jabbar, but he won't say
anything until you show evidence that you're serious about Atlantis. Now head
back to the airport and go to Monte Carlo.

------------
Monte Carlo
------------
Sophia will ask you to find some guy named Trottier and bring him up to her
room. The only problem is that you don't know how he looks like, because him
and Sophia did all their business through mail (oh great... like a needle in
a hay loft). She'll wait in her room, so just go around asking people passing
by if they know him. Some people will give tips on how he looks like. I'll be
straight, it's the balding guy wearing brown clothes and a flower. Talk to him
and ask if he's Trottier. While talking to him, say your name and try to be as
modest as possible, or else he'll get annoyed and will leave. While talking to
him, PAY ATTENTION to whatever he says! Eventually, he'll ask something about
Plato's Lost Dialogue and you have to answer it right. If you've read it, you
shouldn't have any problems answering. When you tell him to visist Sophia,
he'll refuse, thinking that she'll steal his secrets...damn it... enter the
hotel and tell Sophia about that. She'll tell you to drop Nur-Ab-Sal's name
the next time you talk to him, so do it. Now that you have Trottier in your
room, there are two ways of getting his Sunstone:

A)Tell Sophia that Trottier is all her's and you'll get control of her. Tell
the old man to show proof or faith or something and he'll put the stone disk
on the table. But, before starting the session, he'll want to test Sophia to
see if she's a faker or not. He'll ask four questions, three of them related
to what he told Indy, so if you remember everything clearly, it shouldn't be
much of a problem. The fourth question depends on pure chance, so save when
you're on it and try every single option. If you've tried all the possible
answers for the last question and Trottier won't give you the stone, it means
you got at least one of the others wrong (he doesn't tell you which one,
though). When you get all of them right, tell him that the path of Atlantis is
too risky and he'll leave the Sunstone behind.

B)Tell Sophia to keep Trottier busy. Now, you have control of Indy while
Sophia talks to the old man. Pick up the bedsheet, open the cabinet and grab
the flashlight. Now open the fusebox and use the circuit breaker to turn off
the lights. Use the sheet, the flashlight and the mask and Indy will scare the
crap out of Trottier, making him run out of the room, leaving the Sunstone
behind.

Now that you have the first stone, you can get out of here. Leave the hotel,
use the taxi and head back to Algiers.

--------
Algiers
--------
Head to the shop where you got the mask and show the stone disk to the
shopkeeper. He'll reveal that he's, in fact, Omar Al-Jabbar. He'll also say
that there's a dig site of an Atlantean outpost in the middle of the desert.
He'll give you a map (without any names, unfortunately) and a pair of camels
(what a nice guy). Too bad for you, the camels die a mile outside the city and
Omar doesn't have any others... as a way to apologize, he offers you a
baseball in exchange of your mask. Just take it.
RANDOM TRIVIA: If you look at the ball, Indy will say that someone signed
''Ron Gilbert'' on it. He's the guy that made The Secret Of Monkey Island,
Maniac Mansion, and some other of Lucasarts' adventure games.

Now, pay attention, because this part is rather hard to explain. On your way
to the back alley you came across a grocer. He's selling squabs-on-a-stick
(whatever that is) and you'll need one. The guy won't take US currency, so
you'll have to trade. Try offering your baseball. It's rather rare to happen,
but he can accept the baseball right away. In most of the cases he won't take
it, so head back to the back alley and trade the baseball with Omar for
something else. Try giving the new object you've just got to the grocer. If he
doesn't want it, go back to Omar and trade it for something else. Keep doing
this until the grocer accepts your offer (remember that the object he wants
change with every game) and he'll give you the squab. Also, notice that
sometimes he gives you a hint about what he wants (like color, for example),
it'll make your ''search'' easier.

Now that you have the squab, talk to the knifethrower and tell he has nice
knives (well, that's the only useful thing you can say). Seems like he needs
an assistent... talk to Sophia and suggest she do it and tell it's perfectly
safe. While she's watching the knifethrower, push her (what a mean person you
are!). After the little show, she'll give you the souvenir knife the thrower
gave her (probably to keep her from killing you). Now, go to the right and
give the squab to the beggar on the floor and you'll get a balloon ticket. Go
up the stairs and give the ticket to the guy guarding the balloon. Hop on it
and cut the rope with your knife (you stole the balloon! You really are mean!).

Riding the balloon can be a real pain... press the left mouse button to lower
the balloon and change your direction counter-clockwise or press the right
button to make the balloon go higher and change it's direction clockwise. Now
you have to find where the dig site is. Land on the first nomad camp you see
and show the guy your map. He'll say some directions, so follow them and land
on the next camp you see. Eventually, one of the nomads will say that the site
is VERY close. When you leave the camp, you'll see an X on the map. That's the
dig site. Try landing on it and some nazi guy will shoot down your balloon.
You'll fall on top of him, so don't worry about it, but you don't have any way
to get back to the city now... go to the left, and here's the dig site!

---------
Dig Site
---------

It's abandoned, also. Sophia will say something about feeling Nur-Ab-Sal's
presence and will fall inside a hole. Now you have to find a way to get her
out of there. This is the TEAM path, after all, so you can't just leave her
there.

Go down the ladder into the dig. Now you're alone in the dark! (oh, wait,
that's another game...) It's rather hard to see, but Indy's vision will start
getting used to the dark and you'll be able to see better. Anyways, pick up
the long, tubular thing (a hose) and the clay thing (a jar). Now, get outside.
You should've noticed there's a truck here (it won't start, though). Open the
gas tank and put the hose in it. Now use the clay jar with the end of the hose
to get some fuel. Pick the hose up and close the gas tank. Go back to the dig.
Search for some kind of metal cap and open it, Empty the jar into the pipe and
use the little metal thing (if you're wondering what the hell you're doing,
that thing is a generator that had no fuel. Now you're turning it on). Yay!
Now you can see! Get the ship rib and the wooden peg on the table. There's a
crumbling wall on the right of the room, use the ship rib on it and it'll
reveal a mural with the island of Crete on it! That's where you're heading
next! You also noticed that there's a hole on the mural. Use the peg on it and
then the Sunstone. Now check the Lost Dialogue, it tells how the stone must be
positioned. It shouldn't be hard to figure it out how, so just look at the
stone, put it in the right position and press the peg. A wall will open and
Sophia will get out of it. Good thing you've released her, because she found
a distributor cap that you need to make the truck work! Also she's found an...
amber fish on a string... if you're wondering what the hell this is, it's an
orichalcum detector.

That's all we had to do here. Grab the Sunstone (you can leave the peg), open
the generator, turn it off and grab one of it's spark plugs. Leave the dig
and use the distributor cap and the spark plug on the truck's engine. Use the
truck and now we're off to Crete!

------
Crete
------
Well, doesn't this place look.....empty? Anyways, head left down the path and
you'll be on a bunch of ruins. Walk up to the stairs to your right and walk
left across the bridge. Someone left a surveyor's instrument (transit) here.
Grab it and make all the way back. Check around the chambers, if you like. If
you do, you'll probably notice a very interesting mural on one of them. Check
the crumbling rocks around. If Indy says that the stones seem to be lose, push
them to reveal a statue. There are two statues. One of a tail, other of the
head of a bull. Put the transit on the tail statue and use it. Align the
center with the right horn you see, and then do the same with the head statue,
but aligning it with the left horn. If you're having any problems, you have to
align them like this:
|-Horn's sides  *-transit center


Right Horn        Left Horn
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*

After you do it, a X will appear on the floor. Use the ship rib on it (yeah...
as if you really could use a piece of wood as a shovel...) and you'll get the
Moonstone! Two down, one more to go. Now, go all the way back to the beginning
of Crete. You'll see a stone pedestal around. Yep, you've guessed right. You
have to use your stone disks on it. So do it, and check the Lost Dialogue to
know how to align both stones and press the spindle when you're done. What do
you know! A secret door! Grab the stone disks and go inside.

----------
Labyrinth
----------
Wow, this place is creepy... anyways, grab two of the stone heads on the shelf
and go through the door. You'll be able to see the head you left behind, so
use your whip on it. Now you're trapped inside here... too bad! You need that
head, and, besides, you'll find another way out, so don't worry. This is a
labyrinth, so pay attention to my directions. Go up, right and then left. Go
to the center of this room, and... the floor will sink! Well, not really...
it's just some kind of primitive elevator. As soon as you and Sophia leave it,
it'll go straight upwards. Look at the skeleton. Does it look familiar? Yep,
it's professor Sternhart... he got stuck down here and starved to death... too
bad for him. And this can also happen to you if you don't get out of here. By
the way, remember when he got the Worldstone on Tikal? Yep, it's right next to
him, so just grab it. Grab his staff too. Now, how to get out of here... take
a look at the waterfall to your right and you'll find a chain running behind
it! It's holding the elevator's counterweight! Climb the chain to go back up.
Sophia will wait for you down here.
Go left and you'll see a closed door with a shelf next to it. Seems familiar?
Put all the stone heads on the shelf and go inside.Go up and left and use the
staff on the chock to free the counterweight, now go left and up and go right
this time. Use the staff on the statue's mouth and the elevator will go up.
Take the golden box and you'll find two beads underneath it! Indy will
automatically grab them. Put the beads inside the box and go all the way back
to the elevator room (not this one, the other). You do remember the way back,
don't you? Just go left, up, left and straight up. If you try to step on the
elevator, it won't move. Hmmmm... I guess Indy is not heavy enough to activate
it. You've probably noticed there's a statue in this room. Use the whip on
it's head and it'll fall off and land on the elevator. Now you can use it.

Now that you're back down here, go up. Hmmm... the gate is closed... but
there's a hole right up there. Talk to Sophia and tell her to climb up the
hole. She'll refuse it, so just tell her she's afraid of a few bugs. She'll
say that Indy is scared of snakes. Say ''What if I am?'' and she'll let Indy
boost her up, because they weren't going anywhere with that. She'll get to the
other side and open the gate by using a pulley on the other side. Keep on
going. Close your golden box (with the beads inside) and try using the fish.
It'll point at Sophia's necklace. Talk to her and ask for her necklace because
it's throwing the orichalcum detector off and you need to hide it. Tell her
the plan is to put the necklace inside the golden box. Indy will give the
golden box to her and she'll put the necklace inside. Now, go to each one of
the rooms here and try using the detector. Eventually, it'll point at the wall.
Use the ship rib on it and it'll reveal a door. Open it and go inside to find
an orichalcum bead on the floor. Sophia will give you the gold box back. Move
on to the door to your left. You are now in a room with some kind of Atlantis
scale model. And there's a spindle in the middle! You probably know what to do.
Use the stone disks on it and check the Lost dialogue to know how to align
them and press the spindle. As soon as you do it, a little statue will move
around and one of the doors will open. Go inside to find... a dead end... oh
well... Indy calls for Sophia and... Kerner shows up! Damn it! They have
Sophia now! He'll ask for the stone disks. Just give them to him. Don't dare
him to shoot, or else he will.
Now you're stuck here with no wait out... or are you? Did you notice how the
wall here is crumbling? Use the ship rib on it. Now you'll see a scene of
Sophia boarding the nazi U-boat. Nothing much interesting.

------
Crete
------
Now that you're finally out of the Labyrinth, just go to the nazi submarine.
Go up the ladder and open the hatch and the captain will come out. Just select
the first option and Indy will automatically be the hell out of him. Now,
you're inside the sub, which is underwater, so there's no way out now.

------------
Nazi U-boat
------------
Try pushing the big lever and it'll snap right off (oh, great...) if you try
to go downstairs, you'll see a load of nazi sailors down there! Indy will go
back up straight away. If you try going down again, Indy won't stop this time
and it's game over. Use the intercom and tell all the sailors to go to the bow.
Now it's safe to go down. You'll see Sophia with a guard, but don't go down
there yet. First, go left and push the lever. Select the sub to go back in.
Now, open the trap door and go down. Use the clay jar with the battery acid
and go right (still down there). Now you can talk to Sophia without the guard
knowing. Tell her you've got a plan and to distract the guard. Now go down to
where Sophia and the guard are standing. Try getting close and the guard will
see you. Select any option EXCEPT the last one. Sophia will knock him out with
a bucket.
Now grab the plunger and stay close to the door to eavesdrop Kerner Ubermann's
conversation, if you want. Now go up, right, open the trap door and go down.
Use the acid-filled jar on the strongbox and you'll get the stone disks, plus
a key. Go back to where Sophia is and use the key with the wheel and push it.
Return to the sub and go all the way up this time. Use the plunger on where
the lever used to be and push it. Now you have full control of the sub! The
plunger controls the depth, the lever controls the speed and the wheel
controls the position and direction of the sub. You have to find a hole
around the landscape and go inside. It may seem kinda hard to do it, but
you'll be able to do it, eventually. When you finally arrive at Atlantis'
airlock, go a bit into the dark and... someone will kidnap Sophia! Again!
Well... now you're alone in the dark... again...

Now, unless you're going to try the Fists Path or the Wits Path, skip straight
to the Atlantis section.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-4      --The Fists Path--      +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

So, you think you're a tough guy/girl, huh? Well, get ready for all of the
horrible fighting this game has to show... or just get ready to press insert.

Visit Monte Carlo first

------------
Monte Carlo
------------
You need to find some guy named Trottier. The only problem is that you don't
know how he looks like, so just go around asking people passing by if they
know him. Some people will give tips on how he looks like. I'll be straight,
it's the balding guy wearing brown clothes and a flower. Talk to him and ask
if he's Trottier. While talking to him, say your name and try to be as modest
as possible, or else he'll get annoyed and will leave. Eventually, he'll ask
something about Plato's Lost Dialogue and you have to answer it right. If
you've read it, you shouldn't have any problems answering. After you give the
correct answer, he'll give you his business card. Unlike the other paths,
Trottier doesn't have the Sunstone on this one, so that's all you have to do
here. Use the taxi and go to Algiers.

--------
Algiers
--------
Now you have to find some guy called Omar Al-Jabbar. Go left and up to the
back alley. There's some guy wearing a red fez here. Hand him the business
card and you'll learn he's Omar's servant, Paul Abdul. Ask him to arrange a
meeting with Al-Jabbar and he'll leave the store. Follow him out of the alley
and into the streets. He's the red dot, so keep following here. Although it
won't seem that Paul know where he's going to (he'll keep moving back and
forth), he'll eventually enter one of the houses. Go inside too. There's a
Nazi agent here! What to do... well, you could either fight him or use your
whip on the hanging crockery just above him to knock him out. Omar will be
thankful and he'll offer you a map to a Dig Site and a camel. The only problem
is that he'll leave before giving you the map... pick up the pole (a bamboo
stick) and use it with the hanging cloth to get the map. Grab the blackbird
statue and the statue, if you want, but I don't think you'll need them. Use
the camel to leave the city.

As you move around the desert, you'll probably bump into more Nazi agents,
who'll try to make you go back to the city. Just fight them and carry on,
looking around. Now you have to find where the dig site is. Go to the first
nomad camp you see and show the guy your map. He'll say some directions, so
follow them and land on the next camp you see. Eventually, one of the nomads
will say that the site is VERY close. When you leave the camp, you'll see an
X on the map. That's the dig site, so go there.

---------
Dig Site
---------
Go left and you'll see the Dig Site! Also, your camel will run away, so now
you're stuck here. If you go little to the left, you'll se a rope ladder, but
if you try to get close, someone will try to shoot at you! Head down the
ladder into the dig. Now, if you try to exit back up, the guy who was shooting
outside will shoot down here and will keep you from getting out! What to do
now... first of all, search for a little metal thing and use it. It'll turn
the generator on and now you're able to see. Grab the ship rib, the wooden peg
and the clay jar (there's an orichalcum bead inside). Do you see the painting
on the wall to your left? Press the round object on it and a secret opening
will open! Grab the Sunstone inside. There's a crumbling wall on the right of
the room, use the ship rib on it and it'll reveal a mural with the island of
Crete on it! That's where you're heading next! You also noticed that there's
a hole on the mural. Use the peg on it and then the Sunstone. Now check the
Lost Dialogue, it tells how the stone must be positioned. It shouldn't be hard
to figure it out how, so just look at the stone, put it in the right position
and press the peg. A wall will open. Grab the stone disk and leave through the
open wall. A Nazi agent will be waiting for you outside! And with a gun
pointing at you! Use the whip on him to get him disarmed and you'll have to
fight. After you beat the guy, use the rope ladder and you'll get on a balloon.

Riding the balloon can be a real pain... press the left mouse button to lower
the balloon and change your direction counter-clockwise or press the right
button to make the balloon go higher and change it's direction clockwise. All
you have to do now is head all the way up and you'll eventually arrive at the
island of Crete.

------
Crete
------
Well, doesn't this place look.....empty? Anyways, head left down the path and
you'll be on a bunch of ruins. Walk up to the stairs to your right and walk
left across the bridge. Someone left a surveyor's instrument (transit) here.
Grab it and make all the way back. Check around the chambers, if you like. If
you do, you'll probably notice a very interesting mural on one of them. Check
the crumbling rocks around. If Indy says that the stones seem to be lose, push
them to reveal a statue. There are two statues. One of a tail, other of the
head of a bull. Put the transit on the tail statue and use it. Align the
center with the right horn you see, and then do the same with the head statue,
but aligning it with the left horn. If you're having any problems, you have to
align them like this:
|-Horn's sides  *-transit center


Right Horn        Left Horn
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*
  |*               | |*

After you do it, a X will appear on the floor. Use the ship rib on it (yeah...
as if you really could use a piece of wood as a shovel...) and you'll get the
Moonstone! Two down, one more to go. Now, go all the way back to the beginning
of Crete. You'll see a stone pedestal around. Yep, you've guessed right. You
have to use your stone disks on it. So do it, and check the Lost Dialogue to
know how to align both stones and press the spindle when you're done. What do
you know! A secret door! And a Nazi agent! Just beat him, grab the stone disks
and go inside.

----------
Labyrinth
----------
Wow, this place is creepy... anyways, grab two of the stone heads on the shelf
and go through the door. You'll be able to see the head you left behind, so
use your whip on it. Now you're trapped inside here... too bad! You need that
head, and, besides, you'll find another way out, so don't worry. This is a
labyrinth, so pay attention to my directions. Go up, right and then left. See
that statue up there? Use thw whip on it's head and it'll roll down and make
the floor... sink a little... Go to the center of this room, and... the floor
will sink! Well, not really... it's just some kind of primitive elevator. As
soon as you leave it, it'll go straight upwards. Look at the skeleton. Does it
look familiar? Yep, it's professor Sternhart... he got stuck down here and
starved to death... too bad for him. And this can also happen to you if you
don't get out of here. By the way, remember when he got the Worldstone on
Tikal? Nope, it's not with him... then, where is it? Grab his staff. Now, how
to get out of here... take a look at the waterfall to your right and you'll
find a chain running behind it! It's holding the elevator's counterweight!
Climb the chain to go back up.

Go left, being careful not to step on the elevator, or else you'll go down
again. You'll see a closed door with a shelf next to it. Seems familiar? Put
all the stone heads on the shelf and go inside.Go up and left and use the
staff on the chock to free the counterweight, now go left and up and go right
this time. Use the staff on the statue's mouth and the elevator will go up.
Take the golden box and you'll find a bead underneath it! Indy will
automatically grab it. Put the beads inside the box and go all the way back to
the elevator room (not this one, the other). You do remember the way back,
don't you? Just go left, up, left and straight up. Go right, now. See that
door? Push it four times and it'll fall over. Go inside and... damn... there's
a chasm here. But, hey, you're Indiana Jones! See the stone outcropping up
there? Use your whip on it to get to the other side.

Now, get ready for A LOT of fighting. Go up first.You'll see a couple of Nazi
guards in a distance. Walk a little to the left and one of them will hear you
and come in your direction! Hide behind the slab on the right and wait for him
to come. When he arrives, push it on top of him! Now go the way he came from
and fight his buddy. Go up and then go through the fifth doorway, from left to
right. Beat the guy, go through the next doorway and beat the other guy and go
through the other doorway. Push the hanging column of rock and it'll kill the
guy beneath it. Go all the way back to the room with five doorways and head
right. Grab the stalactite you dropped on the guard and head right again.
You'll hear someone singing. That's Arnold, and, although it's really hard
 to do it, it is possible to beat him (thanks steve williams) . Be warned
though that the Instant Knock-Out punch won't work on him. In my opinion, it'd
be best to take the smart way out of this one instead of using your muscles.
Head right and you'll see a so convenient well placed bolder! Usethe ship rib
on it and it'll break... not only that, but the bolder will roll
to the wrong direction and block your way back! D'oh!Go down the tunnel and
you'll face Arnold. He won't fight you at first, just ask you to name a song.
Just try picking one. If he's OK with it, he'll let you go and Indy will go
through the doorway automatically. If he's not...well... RUN! Just keep
pressing the Step Back button (see the Fighting part of this guide) to escape.
Now, what to do... you already know that the bolder is on the doorway to your
right. Also, if you put the cursor on the right most part of the screen,
you'll see that it indicates the bolder. Use your stalactite on it and it'll
broke, but the bolder will move and land on top of Arnold! Now look at Arnold's
body to find a couple of orichaclucm beads and... a fish? Why, that's an
orichalcum detector!
Close your gold box (with your beads inside it) and use the detector on every
single room that has a pit on it. Eventually, the detector will point
downwards... weird... if you try talking to the pit, you'll see that Sophia is
down there! Use your whip on the pit to get her out and she'll hand you a
Worldstone! Go all the way back to where Arnold is and go right.

You are now in a room with some kind of Atlantis scale model. And there's a
spindle in the middle! You probably know what to do. Use the stone disks on
it and check the Lost dialogue to know how to align them and press the spindle.
As soon as you do it, a little statue will move around and one of the doors
will open. Go inside to find... The way out! Finally! But, wait! There's more!
There's a rock here pointing towards the island of Thera. That's where you're
heading next!

------
Thera
------
Not much to do here... go left and up the path away from dock (Sophia will
wait for you on the dock). Check the mountain's gap, notch and cleft until
Indy finds a truck next to a collapsed entrance. Just grab the tire repair kit
and head back to the dock. Now, off to find Atlantis! Thera, according to
Plato's Lost Dialogue, is Atlantis' lesser colony, and there's the direction
and distance between Thera and the entrance to the Lost Kingdom written on it.
Don't forget, though, about Plato's tenfold error. You have to divide the
distance by ten. Also, the direction is in relation to Atlantis, so if the
Dialogue says, for example, that the lesser colony is northwest of Atlantis,
it means you have to head southeast. Talk to the guy on the boat and give him
the directions you want to go. You'll arrive in the middle of the sea, which
makes sense, considering the city has SUNKEN. Good news is, there's a diving
suit here. Bad news is, there's a big hole in it. Just use the tire repair kit
on it , use the air-hose on it and put it on. But the thing is way too heavy
for Indy to move! Now you're controlling Sophia. Turn the air compressor on
by pulling the lever and use the hoist with Indy. If you got the direction
wrong, you'll go back to Thera. If you got it right, you'll see a bunch of
doorways down there... but Indy will stop in the middle of the way...weird...
then you'll see a huge shadow coming next to the boat! It's a Nazi U-boat!
Kerner will kidnap Sophia and unplug Indy's air supply. Now, you gotta be
quick and find Atlantis entrance! Check all the doorways until you find the
right one... and arrive at Atlantis.
RANDOM TRIVIA: If you let Indy drown, you'll see a Monkey Island reference on
the Game Over screen.
You're done with the Fists Path. Unless you're going to try the Team Path or
the Wits Path, skip straight to the Atlantis section.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-5      --The Wits Path--       +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
My favourite path! So you've decided to use your brains, huh? Get ready, this
path has more puzzles than the other two!

------------
Monte Carlo
------------
You need to find some guy named Trottier. The only problem is that you don't
know how he looks like, so just go around asking people passing by if they
know him. Some people will give tips on how he looks like. I'll be straight,
it's the balding guy wearing brown clothes and a flower. Talk to him and ask
if he's Trottier. While talking to him, say your name and try to be as modest
as possible, or else he'll get annoyed and will leave. Eventually, he'll ask
something about Plato's Lost Dialogue and you have to answer it right. If
you've read it, you shouldn't have any problems answering. After you give the
correct answer, he'll give you his business card. That's all you have to do
here for now. Use the taxi and go to Algiers.

--------
Algiers
--------
Now you have to find some guy called Omar Al-Jabbar. Go left and up to the
back alley. There's some guy here. Hand him the business card and you'll learn
he's Omar's servant, Paul Abdul. Ask him to arrange a meeting with Al-Jabbar
and he'll leave the store. Follow him out of the alley and into the streets.
He's the gray dot. You COULD try following him (for I've done it once) but
it's REALLY hard, so just follow the red dot back into the market. It's just
some guy wearing a red fez. Now, wouldn't it be good if you could just put
that fez on Paul's head? Talk to the guy wearing the fez. Say ''Nice fez'',
''no, but that's quite a hat'', ''it's better than a sharp stick in the eye'',
''it's kind of festive'' and ''I am a little frustrated'', than select either
option and the guy will give you the fez. Go back to the back alley and wait
for Paul. When he comes back, he'll say Omar isn't available. Hand him the red
fez. Just try selecting each one of the options until he accepts the hat (or
you could ask him who business is to get a hint) . Now, ask him to arrange a
meeting with Omar and follow him this time (he'll be the red dot). Now, you're
at Omar's house... but he's b*tching about you touching anything in his house!
Just enter the closet and he'll enter too. Get out of the closet and close the
door to trap him inside! Pick up the pole (a bamboo stick) and use it with the
hanging cloth to get a map (without names... damn!). Grab the blackbird statue
and the statue and use the camel to leave the city.

Now, there are a bunch of foreign legion officers hanging around. Avoid them,
or else they'll send you back to the city! If one of them stop you ,select the
first option twice to try to bribe him (it won't work every time). Give him
either statue you've stolen from Omar and the officer will let you go. Also,
selecting the second option will work now and then and the guy will let you go.
Now you have to find where the dig site is. Go to the first nomad camp you see
and show the guy your map. He'll say some directions, so follow them and land
on the next camp you see. Eventually, one of the nomads will say that the site
is VERY close. When you leave the camp, you'll see an X on the map. That's the
dig site, so go there.

---------
Dig Site
---------
Go left and you'll see the Dig Site! Also, your camel will run away, so now
you're stuck here. There's a truck here, but it's low on battery... also,
there's a spark plug missing.
Go down the ladder into the dig. It's rather hard to see, but Indy's vision
will start getting used to the dark and you'll be able to see better. Anyways,
pick up the long, tubular thing (a hose) and the clay thing (a jar, and with
an orichalcum bead inside!). Now, get outside. Open the truck's gas tank and
put the hose in it. Now use the clay jar with the end of the hose to get some
fuel. Pick the hose up and close the gas tank. Go back to the dig. Search for
some kind of metal cap and open it, Empty the jar into the pipe and use the
little metal thing (if you're wondering what the hell you're doing, that thing
is a generator that had no fuel. Now you're turning it on). Yay! Now you can
see! Grab the ship rib and use it on the crumbling wall to your left to
find... an unreadable mural... too bad. To your left is a painting of some
kind. Push the round object to open a secret opening on the wall! There's some
kind of statue inside here... oh, well. Nothing much more to do here. Open the
generator, turn it off and get one of the spark plugs. Go back up and open the
truck's hood. Use the spark plug with the engine. Now, use the orichalcum bead
with the statue you've just got and it'll get all warm and tingly. Use it with
the spark plugs and the truck's engine will start! Well... nothing more to do
here, and now you're clueless. Use the truck and... hey! There's a telegram
here! The Nazi's are going to kidnap Trottier! Better head to Monte Carlo!

------------
Monte Carlo
------------
Try warning Trottier about the Nazis a couple of times, but the old man won't
listen! He'll say that you're trying to fool him to grab his Sunstone!... And
5 seconds later a couple of thugs will drag him into a car and drive away!
Well... you better chase them! Now, this can take a while... you have to drive
through the streets and try to smash your car against the Nazi's one. When you
finally do it, the agents will run away. Talk to Trottier and as a way of
thanking you, he'll give you the Sunstone! Unfortunately, he threw it out the
window during the chase. He'll give you the address of where he threw it so
you kind find it. Also, he'll give a tip about Atlantis. He believes one of
it's lesser colonies is the island of Thera! That's your next stop! Now, off
to find the stonedisk... just stop by the street corners and check the
addresses to see if they match with the one Trottier gave you. It's kinda hard
to happen, but sometimes the stonedisk may end up landing on a corner without
the sign on it. Just try to find the name of the streets out and match them
with the corner you're on. When you finally get to the right place, check the
drains. One of them should have something down there, so open it to (finally)
grab the Sunstone! Head back to the hotel, use the taxi and head to Thera.

------
Thera
------
Go left and up the path away from dock. Check the mountain's gap, notch and
cleft until Indy finds an entrance to a cave or something. Go inside and left.
After a little while, the entrance will cave in! You're trapped! Oh well...
grab the entrenching tool and close the door and a small opening with a peg on
it will open. Use the Sunstone on it. Now check the Lost Dialogue, it tells
how the stone must be positioned. It shouldn't be hard to figure it out how,
so just look at the stone, put it in the right position and press the peg.
You'll hear some kind of click. Open the door and grab the carved sign. Close
the door again and grab the Sunstone back. Time to get out of here! Go back to
the entrance and open the entrenching tool. There's a note inside! Kerner got
Sophia! Use the entrenching tool on the bolcked door! While Indy is digging
his way out, you'll watch a scene of Kerner and Ubermann taking Sophia to a
Nazi sub. After Indy gets out, close the box and pick the balloon invoice. Go
back to the docks and show the port authority the invoice and he'll let you
have the balloon. Hand him the carved sign and he'll translate it. It seems
the greater colony is on Crete! That's where Kerner is heading! Only problem
is... you have no way out the island... or do you? The port authority will
give you the large basket in trade of the sign, so grab it. Open the crate and
grab the balloon. Also, get the fish net. Combine the basket, the balloon, the
fish net and the hose and you have your way out of here! All that's left is
inflate this thing... you've probably noticed there was some crater with some
kind of gas coming out of it next to the cave you got the sign, haven't you?
Go back there and use the balloon with it to inflate it and get out of here!

Riding the balloon can be a real pain... press the left mouse button to lower
the balloon and change your direction counter-clockwise or press the right
button to make the balloon go higher and change it's direction clockwise. You
have to float around the screens until you find the sub. When you do, land on
it. Indy will beat the hell of an officer and steal his clothes. Now, get
inside the sub.

------------
Nazi U-boat
------------
Unlike the Team Path, you're disguised this time, so don't worry about the
Nazi agents. There's some guy guarding a locker down here. If you talk to him,
he'll say it's a rock! Probably a stonedisk! Go left and grab some bread and
cold slices. Combine them to make a sandwich (yummy). Now, use it to have a
bite. Give it to the guy guarding the lockers and he'll leave to make one for
himself. Open the lockers and grab the Moonstone! Grab the torpedo instructions,
while you're at it. Try heading left and the sub will change it's course.
You'll see a scene showing Ubermann b*tching about Kerner losing the Moonstone.
Now, the sub is on the island of Crete, but Kerner put a guard on the exit to
keep anyone from leaving! What to do... It wouldn't be a bad idea to leave
through the torpedo tubes. The only problem is that the captain won't let you
come near them. There's another tube on the back, but it's broken... Go to the
torpedo room to the furthest right, that's where the captain and his men are.
There's an oily rag on the tail of one of the torpedos. Grab it and go to the
torpedo room to the furthest left. Use the rag on the exposed wires. Use the
torpedo instructions on the control panel and push the lever. Now that the
captain and all his men are busy with the mess you've caused (shame on you!)
go all the way back. Before heading to the torpedo room, open the head (the
bathroom) go inside and close the door so you can put the Indy clothes back on.
Go out again and get the clothesline. Go to the torpedo room, use the torpedo
instructions on the control panel, tie the clothesline to the lever, open the
torpedo tube, go inside and pull the clothesline to launch yourself to freedom!

------
Crete
------
You already have the Moonstone, so you don't have to do all that sentry
equipment stuff like the other paths.You'll see a stone pedestal around. Yep,
you've guessed right. You have to use your stone disks on it. So do it, and
check the Lost Dialogue to know how to align both stones and press the spindle
when you're done. What do you know! A secret door! Grab the stone disks and go
inside.

----------
Labyrinth
----------

Wow, this place is creepy... anyways, grab two of the stone heads on the shelf
and go through the door. You'll be able to see the head you left behind, so
use your whip on it. Now you're trapped inside here... too bad! You need that
head, and, besides, you'll find another way out, so don't worry. This is a
labyrinth, so pay attention to my directions. Go up, right and then left. See
that statue up there? Use the whip on it's head and it'll roll down and make
the floor... sink a little... Go to the center of this room, and... the floor
will sink! Well, not really... it's just some kind of primitive elevator. As
soon as you leave it, it'll go straight upwards. Look at the skeleton. Does it
look familiar? Yep, it's professor Sternhart... he got stuck down here and
starved to death... too bad for him. And this can also happen to you if you
don't get out of here. By the way, remember when he got the Worldstone on
Tikal? It's right next to him, so grab it! Also, grab his staff and his scarf,
with a comb on it. If you read his note, you'll learn that orichalcum can be
detected through static electricity. Remember that. Now, how to get out of
here... take a look at the waterfall to your right and you'll find a chain
running behind it! It's holding the elevator's counterweight! Climb the chain
to go back up.

Go left, being careful not to step on the elevator, or else you'll go down
again. You'll see a closed door with a shelf next to it. Seems familiar? Put
all the stone heads on the shelf and go inside.Go up and left and use the
staff on the chock to free the counterweight, now go left and up and go right
this time. Use the staff on the statue's mouth and the elevator will go up.
Take the golden box and you'll find a couple of beads underneath it! Indy will
automatically grab it. Put the beads inside the box and go up. There's some
kind of machine here, and it has a part missing. Against all odds, the statue
you got at the Dig Site fits perfectly! What a coincidence! Use it with the
hatch and use a bead on the statue. The machine will turn on and dig a hole on
the wall. Go inside.

You are now in a room with some kind of Atlantis scale model. And there's a
spindle in the middle! You probably know what to do. Use the stone disks on it
and check the Lost dialogue to know how to align them and press the spindle.
As soon as you do it, a little statue will move around and one of the doors
will open. Go inside to find... apparently not much... just a room with a
waterfall and one with some bones next to it... check the bones to find two
orichalcum beads! Now, go up, back to the waterfall room... remember
Sternhart's note? Close your golden box (with the beads inside). Now, tie the
string to the comb and rub it against the scarf to create static electricity.
Use the comb and it'll point towards the blank wall on the back... interesting.
Use the entrenching tool or the ship rib on it to reveal a door! Open it and
go inside. It's an Atlantean subway car! It'll take you straight to Atlantis!
Grab the bead on the floor and use it on it's mouth. Enjoy the ride!

That's the end of the Wits Path. Unless you're going to try the Team Path or
the Fists Path, just keep on reading.

+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
* 2-6     --The Lost Kingdom--     +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

---------
Air Lock
---------
So, now you're at Atlantis' entrance, but can't see a damn thing... Just like
in the Dig Site, Indy's vision will gradually get used to the dark. Look for a
wood thing (ladder) and grab it. Use it on the stone rubble and go up it. Now,
look for a stone thing (stone box) and open it. Grab the rod inside and use an
orichalcum bead with it. Now you can see! Grab the ladder (you'll need it
later, and, believe me, you DON'T want to go all the way back here). There's a
statue with a spindle on it here, so use the stone disks. Plato's Lost
Dialogue mentions that final entrance yelded only to contrary minds. Hmmmm...
align the disks the same way you did at the Labyrinth, but turn them 180
degrees this time. Now, press the spindle and the statue's mouth should open.
Use an orichalcum bead with it and the door will open. Go inside.

------------
Outter Ring
------------
Atlantis, at last! Nearly everything here is moved on orichalcum beads. The
only problem is that you're running low on beads... and you'll need them.

There are a bunch of things you need to know about Atlantis' outter ring:
-With the exception of both subways, the dungeon and the Sentry room, the
placement of all rooms change every game.

-There are two rooms at the Northeast section of the ring that can't be
accessed by walking there. You'll have to find the right vent to reach that.

-Speaking of vents, everytime you enter a room that has a vent on it, go
inside. Two of them can be used as shortcuts, at least one of them take you to
a room with an important item, two of them take you to the dungeon where
Sophia is (you won't be able to get out of the vent, though) and one of them
takes you to the inaccessible rooms.

-Before you enter them, all rooms will be marked with a ''?''. After you go
inside them, usually they'll be named ''room'' from there on, unless it's a
room which needs an item to be used somewhere in it. In this case, they'll
have a different name, like ''Machine room'', for example.

-There are Nazi guards hanging around. You can fight them or run, it's your
choice. But if you don't have the sandwich (made in the Nazi sub), you'll have
to fight one of them to grab his rations.

-A bead used on the fish at the Sentry room before you remove the water is a
bead gone to waste, so, unless you wanna see the statue's head fall down THAT
badly, don't do it.

-There are rooms here that don't have ANYTHING. You'll know when you find them.

Needless to say the first thing you have to do here is explore all rooms. It's
going to be kinda hard to tell you what to do here, considering I can't tell
how the rooms in your game are going to be set. I'll just follow the way I
find them in mine, skipping the empty rooms. Also, I usually explore the place
clockwise, starting from the Northwest section.

-------------
Vent Room #1
-------------
Open the grate and go inside. You'll end up in the dungeon, underneath the
cells. You can't do much here, so go back through the vent.

-------------
Machine Room
-------------
This is where you'll get more orichalcum beads. You'll need the spoked wheel
and the cup filled with lava. If you don't have either of them, skip to the
next room. If you have both, use the spooked wheel on the peg and the
lava-filled cup with the funnel. The machine will generate a bunch of
orichalcum beads (ten, to be more specific). Grab the beads and don't forget
the spoked wheel! You really really REALLY won't want to get all the way back
here to grab it.

-------------
Vent Room #2
-------------
Open the grate and go inside. It takes you to a room with a bunch of robot
parts. There's a bronze gear around, so grab it. In my game it also is a
shortcut to the southwest section.

-------------
Vent Room #3
-------------
This one was a shortcut vent room. Ironically, the room it takes me was right
next to the other I've just mentioned... maybe you'll get more lucky than me.

-------------
Vent Room #4
-------------
This one took me to the inaccessible room. Remember, the room next to this one
ALWAYS has an important item.

------------------
Inaccessible Room
------------------
The room had the robot parts with the bronze spoked wheel this time. Of course,
this room can aways change, so expect a different item.

-------------
Vent Room #5
-------------
This one took me to the dungeon again, but on the uppermost vent. From here,
you can put an orichalcum bead inside the statue's mouth and it'll kill the
guard. Of course, you could try fighting him when you got here through the
door, but he's VERY tough. Instant knock-out punches won't work on him, also.

------------
Statue Room
------------
There's a big hole here separating you from the statue. Use the ladder on it
so you can get to the other side and grab the cup. Don't forget the ladder
before you leave!

----------
SE Subway
----------
If you're on the Northeast section of Atlantis, you'll be able to go to the
gray path surrounding the whole place, so do it and head south. Now go to the
''?'' there, it's the subway. All you have to do here is grab the skeleton's
rib cage, then you can leave.

---------
Crabroom
---------
You'll need to have the rib cage and the rations/sandwich here (in case you
forgot, you can get the rations by beating one of the soldiers walking around).
Use the ration/sandwich on the rib cage and put it inside the pool. Just wait
for a *snap!* and grab the rib cage with the trapped crab.

-------------
Vent Room #6
-------------
This one took me to a room with an eel figurine that's just like the one you
found on Iceland. Grab it and leave.

---------------
Bull-fish Room
---------------
There's a statue that seems like a cross between a bull and a fish here. Grab
the head and leave.

----------
Lava Room
----------
You'll need the cup and the statue head here. Put the cup on the pedestal and
put the statue head on the plaque. Grab the lava-filled cup and leave. (Note:
You could try using the clay jar instead of the cup, but it'd, obviously, melt)

------------
Sentry Room
------------
Go here only after you've already had got the eel figurine, the orichalcum
beads, the trapped crab, the bronze gear, the spoked wheel and, preferibly,
had killed Sophia's guard. Remember how Iceland's eel figurine melted itself
out of the ice? Use the orichalcum bead with the eel you have now and it'll
get very hot! Indy will automatically throw it in the water blocking the door,
making it evaporate! Use an orichalcum bead on the fish statue and the door
will open. Go through it, then head to the dungeon.

--------
Dungeon
--------
Sophia's in here. You can't do much to help her now, though... Grab the statue
part on the floor and leave. Now, head to the canal.

------
Canal
------
That's a pretty hungry looking octopus. Throw him the crab to calm him down a
little and swim to the other side. Hop on the crab-like raft and use an
orichalcum bead in it's mouth. Seems like this thing has a motor. Float to the
left door and use the Sunstone on the spindle to open it and float through it.
Check the bones to see how bizarre Atlanteans were, if you want. Use the
Moonstone on the next gate's spindle and keep floating. Go upstairs into the
door and grab the crescent-shaped gear. Close the cupboard and look it closely
to learn some important stuff. They're instructions to use some kind of statue
you'll find in the next room. Go back to the raft and use the Worldstone on
the spindle. Go through the gate and enter the archway. That statue used to
open that door, but it seems like the right arm is broken... Use the ladder on
it and climb. Open the chest plate and look closely at it. Use the spoked
wheel and the statue part on the peg on the center. Use the crescent-shaped
gear on the right side and use the bronze gear on the upper left peg. Now put
a bead inside the mouth. The left arm will move a little. Get down of the
ladder and use one side of the chain on the statue's arm and the other on the
bronze loop. Get back to the statue's chest plate. Put the bronze gear on the
other left peg and use an orichalcum bead in the mouth to open the door in a
very rude way. A hinge pin will fall off when the door collapses. Pick it up.
Now you have what you need to go save Sophia! Head back to the dungeon. (Note:
You don't need Sophia to finish the game. You can be mean enough to leave her
there and get a slightly different ending)

--------
Dungeon
--------
Hand Sophia the hinge pin. Try opening the gate. Tell Sophia that you have a
plan and that it's bracing the gate with the hinge pin. After the little
''love and hate'' scene, open the gate to release the hinge pin and grab it.
Go all the way back to the door you've just opened and go inside.

-----------
Inner Ring
-----------
Sophia will start acting... weird. She'll mention Nur-Ab-Sal's presence and
her voice is kinda... funny. She'll go in a room around and she'll get even
more creepier. If you talk to her, you'll realise she's been possessed by
Nur-Ab-Sal! You gotta get rid of that necklace of hers! (Note: Again, you can
just ditch Sophia here and carry on.) Take a close look at her necklace. The
eyes are flashing red... weird. Use an orichalcum bead and the medallion will
get really evil and creppy like! (seriously, this used to scare the hell out
of me when I was a kid.) It'll also get very hot. Sophia will take it off
until it colds off. Quickly, use the gold box (it has to be open) on the
necklace! Indy will put it inside the box and throw it into the lava pit.
Phew... so long, Nur-Ab-Sal! Now that we got rid of him, go left, up the
stairs and get the scepter. Now leave this (very creppy) room.

Go down the hallway. There's a door to your right, but before going there,
check the strange marks on the wall. There are 9 squares here, being 2 bigger
than the others. There's also an arrow next to it. These are the instructions
for the machine you see coming out of the earlier mentioned door. The big
squares represent levers. Each vertical row represents a slot. The horizontal
rows represent the position of the levers. The arrow indicates that doing this
will make the machine go forwards, so remember this. Now go inside the room
with the machine.

If you've played through the Wits Path, you'll notice that this thing looks a
lot like the one you've found in the Labyrinth, only bigger. If you look at
the floor, you'll see more instructions, except it'll make the machine spin
around. Anyways, remember both instructions and hop on this big thing. Put a
bead inside the mouth. Hang on, this thing has no levers... or does it? The
hinge pin and the scepter are going to be the levers. Following the ''going
forward'' instructions, put both of them on their slots and set them on the
right position. The machine will start moving around the inner ring. Now, set
the levers to ''spin around'' and the machine will... well... spin around and
dig into the wall... and fall into a lava pit! Thankfully, Sophia (if you've
saved her) and Indy hopped off the thing before it fell down. Head through the
door you see down there

-----
Core
-----
Oh, great... there's lava all over the place... You have to pick the right
doorways so you don't end up on a dead-end or having to start all over again.
I won't consider the doorway you've just come through, just the other two.
First go right, then go right again, then left and left again. Go through the
next doorway and go left. See that pattern on the wall? Write it down, you'll
need it in a little while. Go up the stairs on your right and go through the
left doorway. Now, time for a little game... you have to cross the lava river
by hoping around those pieces of solid lava. There's a catch though...
everytime you step on one of them, the other right in front of it will break.
The path changes randomly everytime, so good luck! And be careful, you can die
on this one. If Sophia's with you, she'll go through automatically, so don't
worry. Go down the stairs to your right. Well, well, well... if it isn't the
huge colossus Plato mentioned. Go inside.

--------------
Huge Colossus
--------------
See the spindle? Yep, you guessed right. Put the stone disks on it. Now, align
then just like the pattern you've just seen a while ago and press the spindle...
it'll turn the thing on... and the Nazis will show up! Damn them! Now, when
talking to those guys, just keep choosing any choice you fell like until
Kerner step on the machine and gets turned into a half-man half-goat creature
and falls down into the lava pit (owned! It serves him right, if you ask me).
When Indy stands on top of the platform, whenever Ubermann asks you how many
beads you want to use, always, ALWAYS say ''no beads''! Otherwise, it's game
over! Just talk to him until ''For your sake, I hope this doesn't works''
shows up. Select it and tell Ubermann you'll send him straight to hell and
some stuff about angry god. He'll make you step aside, insert 100 beads in
the machine and get on the platform. He'll turn into a powerful god! Oh no!...
but, suddenly, he'll just vanish in thin air... maybe it was too much for him
to handle. (if you didn't rescue Sophia, all this stuff will happen to HER,
while she's possessed by Nur-Ab-Sal). After Ubermann is gone, the place will
start to collapse! Indy and Sophia will run all the way back to the entrance
and hop on the sub. They'll be able to escape just at the nick of time. Now,
after some kissing they'll just watch as the volcano destroys what's left of
Atlantis... if you didn't rescue Sophia, Indy will be saying something about
how she should've listened to him, even though it was his, more like YOUR,
fault of leaving her behind. Either way just enjoy the credits. You've
finished Indiana Jones And The Fate Of Atlantis!

+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*   3         --CREDITS--          +
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
I thank my brother for showing this and a lot of other awesome games, let
alone showing me how to beat them at least halfway. Thanks for LucasArts for
the adventure games... except Zak McKracken, I gotta admit I didn't really
like it. Thanks for all the FAQs writers out there for inspiring me. Thank YOU
for reading it, or else there wouldn't be any point on writing it in the first
place. Very special thanks for the three-headed monkey. I'd also like to say
that I'm not a natural English speaker, so I'm sorry for any grammar mistakes.
Peace to you all. And, just to remember, if you have any doubts, problems or
comments just send me an e-mail. ([email protected])










 Indiana Jones and the Fate of Atlantis: FAQ/Walkthrough by GrayKnife
Version 1.0, Last Updated 2008-01-18 View/Download Original File Hosted by
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