Indiana Jones and the Fate of Atlantis (e)

Andere Lösungen
Indiana Jones and The fate of Atlantis Walkthrough.

Typed by: Dax. "Bushy".

Click on the peculiar statue on the left side of the screen. click on the 
rope next to the gaping hole on the right side of the screen. look at the
books about the statues on the left. look at the cat figurines on the 
table. Open the locker on the right and grab the statue. Go to New York and 
pick up a newspaper from the stand and go around the back of the theatre. 
Open the fire escape door and talk to the doorman. Either persuade him
you are a big fan of Sophia's by saying you think she is really smart
and helps people understand difficult things, call him a Darwinian 
nightmare and go straight for a fight or push the crates until you can walk
to the fire escape ladder and climb up it. Once inside the theatre, talk 
to the stage hand twice, watch the show, give him the newspaper and ask him
 if he wants to know about the days event. Push the left and right-hand 
levers, and then push the button on the machine to start the ghost. After
talking to Sophia, you go to Iceland. Go into the old dig-site and talk to
Dr Heimdall. Then go to see Sternhart in Tikal. Go into the jungle and steer 
rodent to get it on the middle path, and then use the whip on it. Walk
down the middle path and then walk to the tree. Take the kerosene lamp and
Sternhart appears. Talk to him about the temple, and ask to go inside. When 
he asks you for the title of the Lost Dialogue, tell him you don't know and 
wait for him to go away. Talk to the parrot about the title. Walk down the 
side of the temple and when Sternhart appears, tell him you want to look 
inside and give the correct title - Hermocrates. Go in the temple and ask 
Sophia to keep Sternhart occupied. Nip back outside and get the kerosene 
lamp, go back inside the temple, open the lamp and use it on the left-handed
spiral design. Pull the design and use it on the animals head on the left-
hand wall. Pull the elephants nose, and then pick up the orichalcum after
Sternhart leaves with the worldstone. Go back to the truck, and then back to 
Iceland and into the dig-site. Use the orichalcum in the eel head, pick up 
the figurine and then go to the Azores. Walk to the door and then try to 
open it. Talk to Costa until he goes back inside. In Sophi'a guise, open the
door and talk to Costa about the Lost Dialogue and ask him whether he will 
do business with Indy. When Sophia and Costa have finsihed talking, talk to
Indy and let him take over. Open the door, talk about a trade and offer 
Costa the figurine. Back in Barnett College, after talking to Sophia, you
can find the dialogue in one of three places. Go upstairs and pick up the
gum from the school desk, go down into the basement and use the gum on the
chute. CLimb up the coal chute, pick up the wax cat, go back down to the 
basement, open the furnace and use the cat on the furnace. If the dialogue 
is not inside it, go into the office across the roadand get a jar of motor 
oil from the fridge. Go back to the college, use the rope in the library and 
climb up. Pour the motor oil in front of the statue and pull it under the 
hole. Climb up and take the key from the urn. Climb back down, push the 
crate aside and open the chest with the key. If there was not a key in the 
urn, go to the library and climb the rope. Pick up the arrow head from the 
shelf. Go to the basement and pick up the red rag. Wrap it round the arrow 
head and go back up to the library. Use it on the screws in the back of the 
bookcase - the Dialogue is in the bookcase if it was not anywhere else.

The Wits path.
Go to Monte Carlo, talk to the bloke who is wearing a brown suit with a 
flower in the lapel. Use dialogue path 1/2/1/1. Note the question that
Trottier asks, the correct answer is in Plato's Lost Dialogue. After you
answer the question correctly, Trottier will give you his business card.
Keeping talking to Trottier about the Nazi's trap, until he has a reason
to take you seriously. Ram the nazi's car, you may have to hit there car
a few times. After Trottier has told you where he threw the Sunstone, 
look at the street sign at the crash site. The streets are arranged in 
alphabetical order from left to right and from bottom to top. Once you
find the correct drain, open the drain and grab the Sunstone. Go to
Algiers and walk down the side alley to Omar Al-Jabbar's. Use dialogue
path 1/1/1/4 and give Trottier's card to the servant. Ask the servant
to speak to Omar again, and follow the man in the red fez to the market
place. Talk to hi mand use dialogue path 4/3/1/3/1/2. Go back to Omar's
shop and ask the price of the pots. GIve the servant the red fez. Ask
the servant to speak to Omar again and follow the red fez on the map.
Lure Omar into the closet and close the door. Grab the laundry , pick up
the pole, then use it on the laundry cloth map. Pick up the blackbird
statue and Omar's statue. If you are caught in the dessert use dialogue
path 1/1 and give either of the statues. SHow the map to some of the
nomad camps and they will tell you "considerably" or "far" means two
screens and "slightly" or "little" menas "on this screen". If the nomads
do not comment, it is one screen away. Go down into the dig site, and pick
up the long tubular thing, clay thing. Go up to the truck and open the
gas tank. Use the hose with the tank and the clay jar with the end of the
hose. Go back to the metal thing and open the metal cap on the generator.
Use the hose on the metal thing and the clay jar on the gas filler pipe.
Use the little metal thing to turn the generator on. Push the round
object on the left and pick up the statue. Turn off the generator, open the 
cover and grab the ceramic thing. GO back to the truck, use a bead with the
statue and use the statue with the spark plug. Once at There, walk to the
left and up the path. Walk to the dig site in the mountains and check the
crate on the ground. Close the lid and take the invoice. Walk into the
dig-site and close the door in the dig-site. Use the Sunstone on the peg
in the secret compartment. Turn the Sunstone until the correct symbol is
opposite the tall horns then click on the spindle. Open the door, grab the 
carved sign and then take the Sunstone. Grab the entrenching tool which is
on the table, open it and start digging. Walk back down to the port and
talk to the man. Give him to invoice and take the balloon withing the crate.
Give the carved sign to the man and take the basket. Grab the fish net 
hanging up. Walk back to the dig site and use the fish net with the balloon. 
Use the netted balloon with the large basket. Use the hose with the deflated 
balloon. Use the hose with the vent in the mountain. Once in the air, you 
must find the submarine and land as close as possible to it. Go down into
the kitchen make a sandwich with the cold-cuts and bread. Walk to the guard
who is guarding the locker. Eat the sandwich and then give it to him. Open
the locker and take the stone and the instructions. Walk to the torpedo bay 
and wrap the greasy rag around the wires. Use the torpedo Launch instructions
to prep the control panel. Push the launch lever and stand back. Go to the
bunk room and take the clothesline. Use the clothesline on the launch lever
and enter the tube, and pull the line. Once you are on Crete, plcae the
sunstone and the moonstone on the spindle. The sunstone setting is the same 
as on There, allign the appropiate Moonstone symbol withthe referenced 
Sunstone symbol, then push the spindle. ENter the door and pick up the two
statue heads from the shelf. Walk through the door and use the whip of the
third head. Find the room with the MInotaur statue, use the whip on the
head and walk onto the platform. Grab the stone and the staff. Look at the
waterfall and use the chain to climb back up. Find the room with the gold 
box, use the staff on the chock to free the counterweight, walk down to
the counterweight and place the staff into the mouth of the statue. Grab
the gold box. Use the statue with the hatch. Use a bead in the statue. 
Once you have the wool scarf, the hard rubber comb, you can make a 
orichalcum detector. Use the comb with the clothesline and use it with 
the scarf. This will point to a secret door. Find the two beads on the 
ground and then put them in the lead-lined gold box. Try again and you will
find a secret door. Open the box and put a bead in the subway car.
(End of the wits path.)

The Fists path.
Once at Monte Carlo

The Team path.
When you have the Lost Dialogue, go to Algiers and walk to the left-hand
side of the market place. Go down the back alley and pick up the brown mask 
from the side of the shop. Go back to Monte Carlo and talk to Sophia. Agree
to a seance and set about finding Trottier. Read the Lost Dialogue and try 
to remember what it says. When a man in a brown suit with greyish hair walks 
past, talk to him, ask him if he is Trottier, say you are a simple professor
and then tell him Madame Sophia is in town. Answer the question correctly. 
Go to see Sophia on your own and tell her Trottier won't come. Go back down,
talk to Trottier and then go up for the seance. Tell Sophia to keep Trottier
busy, and then pick up the bedspread, open the cabinet and pick up the torch,
open the fuse-box and pull the circuit breaker. When it is dark, use the 
sheet, the torch and then the mask. Now go to Algiers. Talk to the knife-
thrower and then try to persuade Sophia to be his assistant. Ask her to 
volunteer, and then tell her it is perfectly safe. When she walks over to 
have a look, push her. Go down the back alley to Omar's shop and give him 
the worldstone. When he asks, tell him you will never give up, and he gives
you a couple of camels. When you return, tell Omar the camels died, and
swap the mask for a red wagon. Talk to the grocer and offer to trade the 
wagon for something red. Take the fez and give it to the grocer. Talk to 
the beggar on the right and then give him the squab on a stick. Walk to 
the roof and give the ticket to the balloon vendor. Walk to the balloon and
use the knife on the rope. Fly the balloon to a nomad camp and talk to the
nomad. Ask him what he thinks of the map and then follow his directions and
land at another camp further away. After you have visited three or four 
camps a nomad says you are very close toi the site and an X appears on the
map. Land the balloon on the X. Walk to the dig-site on the left, and walk
down the ladder after Sophia has fallen in the hole. Grope in the dark and 
pick up the long thing, the blunt thing, the clay thing and the sharp wood
thing. Walk to the ladder and then to the truck. Open the gas tank, use the
hose on the gas tank, use the clay jar on the end of the hose and then go 
back down the ladder. On the metal thing at the front of the screen, open 
the metal cap. Use the gas-filled jar with gas filler-pipe, and then push
the little metal thing. Use the ship rib with the crumbling wall on the 
right, use the peg with the mural and use the sunstone on the peg. Look at 
the sunstone, position the rising sun by the horns at the top and press the
peg. After Sophia comes out, pick up the Sunstone and the peg, open the
generator, push the on/off button, pick up the spark plug (ceramic thing)
and go back up the ladder. Walk to the truck, use the spark plug on the 
engine, use the distributor cap on the enine, then use the truck and go to
Crete. Walk up the steps off the left of the screen and then down the path. 
Walk over the rickety bridge and keep going left until you find the 
surveyor's instruments. Pick it up and then go down to the main dig-site. 
On the left-hand side of the dig there are two entrances side by side, go 
into the left-hand one and look at the mural. Near the bull's horns statue
there are two piles of stones, push each one to reveal two statues. Use the
surveyor's instruments on the bull's head statue, use transit-on-statue,
and line up the cross hair with the left horn. Indy says "I see the left 
horn". Pu tht e surveyor's instrument on the bull's tail statue and line 
up with the right horn. Indy says "I see the right horn" and an 
'X-marks-the-spot' appears. Us ethe ship rib on the X. Leave the dig-site
and go back up the path. Walk to the right and use teh sunstone on the stone
pedestal, and then use the moonstone on the sunstone. Look at the stones,
position the rising sun and the new moon by the horns at the top and press 
the spindle. Pick up the stone and go into the secret entrance. Pick up the
two statue heads and go through the doorway. From the other side use the 
whip on the third statue head. Go up the stairs, through the door on the 
left and use the three statues heads on the shelf. Go through the left-hand
of the two doors at the back of the room, use the whip on the statue head 
and walk on to the slab in the middle. Pick up the staff and the worldstone,
and look at the waterfall. Use the chain and go through the door on the left
avoiding the elevator. Walk through the door by the statue heads, up the 
stairs and then through the door on the right. Use the staff on the chock
and then go back down the stairs and through to the right until you reach
the bottom of the stone shaft. Use the staff in the statue's mouth. Pick up 
the gold box and put the beads in the box. GO back down the first elevator 
to where you left Sophia. Walk through the door at the back. look at the 
hole above the gate and talk to Sophia. Tell her she would not fit, that it
is a narrow passage and then that she will fit with luck. Walk through the 
doorway and then up the stairs. Use the amber fish, talk to Sophia and ask
her to give you the necklace. Tell her you need to hide it, doas she says
and then tell her that you want to put it in the gold box. Go into the next
room - you should come down somesteps - and use the amber fish. Use the
ship rib on the wall, open the door and walk through. Walk through the door
on the right and use the sun stone on the spindle, then the moonstone, and
finally the world stone. Line up the rising sun with the horns, and then
the waning moon and the city with darkness, and press the spindle. Walk 
through the door and when Kerner appears, don't argue, just give him the 
stones. Use the ship rib on the rocks to the right and then walk down to 
the submarine. Open the hatch and fight the captain. Inside the sub, use the
big lever, then use the intercom and tell the crew to go to the bow. Walk to
the lower deck and go to the left. Pick up the cold cuts, bread and the 
porcelain mug, and go to the left. Push the switch, go back, and then 
push the lever.  Walk to the left, open the trapdoor, walk to the
right along the bottom and use the mug on the battery acid. Walk to the 
right again, talk to Sophia and then go up through the trapdoor, and down
the ladder behind the guard. Walk up to the buard and say "I'm the staff 
archaeologist. GOt any buckets?". Pick up the plunger and go back up to the 
conning tower. Use the big lever and then use the plunger on the broken 
lever. Use the intercom to tell the crew to go to the stern torpedo bay.
Go down to the lower deck and walk to the right. Open the trapdoor above and 
to the right of Kerner, go down and use the mug on the strong box. GO back
to where Sophia is and use the key on the padlocked rudder control. Push 
the wheel and steer the submarine into the hole in the stones of the 
leftmost screen. 
(End of the team path)

[All three paths re-join here.]

Walk to the right of the screen to the stone rubble and 
pick up the wood thing in the bottom left corner of the screen. Use the 
ladder with the rubble and walk up to the stone thing. Touch the stone 
thing, open it, pick up the metal rod and use a bead in the rod. Pick up
the ladder and use the three stones on the spindle. Look at the world stone
and position the rising sun at the bottom, and the waning moon and city in 
line with darkness on the right-hand side. Push the spindle, use a bead
in the sentry statue, pick up the stones and go through the door. Go around
the outer corridor to the bottom right-hand side and pick up the rib-cage 
from the skeleton. Visit each room in turn, using the grates as short cuts
where possible, and make sure you defeat at least one guard to get his
rations. Pick up the bronze spoked wheel in the room, which can only be
reached by crawling through the grates. When you find Sophia's prsion cell, 
put a bead in the sentry statue. In the statue room, put the ladder on the 
hole and walk across to pick up the cup. Go to the crab room. Put the 
rations in the rib-cage and put the rib-cage in the pool. Pick it up when 
a crab is trapped. In the lava room, use the cup on the pedestal and the 
statue head on the plaque. After you have visited all the rooms you should
have a broze gear, a bronze wheel, a cup of lava and an eel sculpture. Go
to the machine room, put the bronze wheel on the right-hand peg and tip the
lava in the funnel at the top. Pick up the beads and go back to the lava 
room to get more lava. Keep making beads until you are unable to carry any 
more and then pick up the spoked wheel and go to the sentry room. Use a bead
in the eel sculpture and then in the fish statue. Go through the door, go 
into the dungeon where Sophia is held and pick up the statue part. Go to 
the canal and use the trapped crab on the canal. Walk to the canal and then
on to the raft and put a bead in the crab's mouth. Float to the right-hand
gate and use the sunstone on the spindle. Float through, use the moonstone
on the next spindle, float through and use the worldstone on the next two 
spindles. Float to the pile of bones, go through the door at the top of the 
steps and pick up the gear. Go back to the raft, use the moonstone on the
spindle, float through and use the sunstone on the spindle. Float through
 and keep going until you reach the room with the archway. Go through the
archway. Use the chain with the bronze loop on the door, and the other chain
with the statue arm. Use the ladder on the sentry statue and open the chest
plate. Put the spoked wheel and the statue part on the middle peg, the 
cresent gear on the right-hand pegs, the round gear on the bottom-left gear,
and then put a bead in the centre. Pick up the hinge pin., go back to the
dungeon and give Sophia the hinge pin. Open the cage, tell Sophia you have a
plan, and tell her to prop it open with the pin. Open the cage, pick up the
hinge pin and go on to the raft to the door you open with the peculiar
mechanism. Follow SOphia into the room with the lava pit. Walk to the far 
left, pick up the sceptre, walk back to the lava pit and look at Sophia. Put
a bead in the necklace's mouth and when Sophia holds it away from her body
use the gold box on it. Go back to the hallway, walk to the left and through
the door on the right. Walk up to the slots on the machine, use the hinge 
pin in the left slot and the sceptre in the right slot. Put a bead in the 
mouth and push both levers. While moving, pick up the left-hand lever, put 
it in the middle slot and push it up. Walk down to the centre of the screen
and then down to the right-hand side. Take the right door, then the left, 
middle, letf, right, left. Before you go over the steps to the right, take 
note of the position of the sun, moon and volcano on the wall, go to the 
right and take the left door at the top. Walk across the lava and if your 
path is blocked, go back to the shore and try to cross it again. When you
success, walk down the steps to the right and into the centre. Put the 
stones on the spindle, position them in the places shown by the markings on
the wall - it might be midday sun at the south east, and volcano and full
moon to the east. Then push the spindle. Talk to the Germans and Kerner 
goes on to the platform first. When the professor tries to make you go on, 
tell him he'd make a better god, tell him about Plato's error, and then 
that Plato and Kerner got it wrong. The professor then lets you decide how
many beads to use. Say, "Will you stop with the bead talk," and then tell
him about all the things you will do when you are a god. Theprofessor
pushes you aside, so just get ready to watch the grand finale.