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Indiana Jones and the Fate of Atlantis
By
Chris van Zyl
From South Africa
The Beginning
Click on the peculiar statue on the left side of the screen. After you fall
through the hole, click on the rope next to the gaping hole. After you fall
through the hole, click on the bookshelf on the left. When you're up, click
on the cat figurines until a real one gives you a big scare. After the scare,
click on the lockers until you see a statue. Take the statue. Later, you
will meet with Markus and Mr. Smith. After the conversation, you will find
out that Mr. Smith is a Nazi spy who is really Klaus Kerner.
New York
Take the take the newspaper from the stand, then walk to the right. Open
the back door, then talk to the doorman. (1\1\1\2\1\3\1\3\3) Inside, talk
to the old man. (1) Talk to him again. After the cut-scene, talk to him
again. After the cut-scene, talk to him again. (3\1\1) Give him the newspaper
then push the left and right lever. Press the red button then watch the
show. Later after the show and the break in, talk to Sophia. (1\3\4\2\4\1)
Iceland
Go into the cave then talk to Heimdall. (2\1\1\3\2\2\3\3\1\4) Leave the
cave, then take the truck to the airport. Book passage to Tikal.
Tikal
Go into the jungle, then look around a little. You will see a rodent. One
of the paths will take you to the edge of a chasm where a big anaconda is
wrapped around a tree, find it. Now that you know witch path it is, return
to the jungle then try to lure the rodent in front of the path to the chasm.
Whip him, then it'll run into the path and get mutilated by the snake. Now
return to the chasm, then climb the tree. Once you're over, Sophia will
pop out. (1\2) Go to the temple. Sternhart will pop out and start talking.
(1\2\3\3\1\1\1\1\1\1\1\1\4) Talk to the parrot, (4) then go to the temple
again. Talk to Sternhart again (1\1) then he will let you in. Look around
a little then talk to Sophia. (2) Leave the temple, then go to the trinket
stand. Take the kerosene lamp, then return to the temple. Open the lamp,
then use it on the spiral design. Return the lamp to Sternhart, then take
the spiral design. Use it on the animal head. Pull on the elephant's nose,
then a tomb will open up. Sternhart take's the World Stone from the tomb
and leaves through a secret door. Take the shiny bead in the tomb, then
leave the temple. Go around the jungle path, then return to the jeep. Go
to the airport, then return to Iceland.
Return to Iceland
Go into the cave, then look at Heimdall. Look at the eel figurine, then
use the bead in its mouth. It will melt the ice. Take it, then leave the
cave. Return to the truck, then book passage to the Azores.
The Azores
Talk to Sophia, (1\1) Sophia: Open the door, then talk to Costa. (1\1\1\1\1\1\1\1)
Talk to Indy, (1) Indy: Open the door, then talk to Costa. (1\1) Later after
the cut-scene, you will end up at Barnett College. (2\1)
Return to Barnett College
Go upstairs to the library then look at the school desk. Take the wad of
gum then go down the stairs, go down again to the furnace room. Take a lump
of coal then use the gum on the coal chute. Walk up the coal chute then
look at the book in the hole in roof. Use the coal on the book. Now that
you have the book, leave the building then cross the street to your office.
Read the book, then talk to Sophia. (1\1\2\1\1\1\4\2\3) Team Path (1\2)
Go to Monte Carlo.
Monte Carlo
(2\3\3\2) You'll be on a busy corner next to a hotel. When you see a guy
in a light brown suit with a flower on his lapel, talk to him. (1\2\1\3\2\2\1)
In the Hotel, talk to Sophia. (2) While she's busy talking, take the bedspread
and the flashlight from the cabinet. Open the fuse box then pull the circuit
breaker. Use the bed sheet and the flashlight then walk to Trottier two
times. He won't be impressed, then leave's the building. Talk to Sophia.
(1) Talk to her again (2) then leave the hotel. Take a cab, then fly to
Algiers.
Algiers
Go to the beggar then talk to him. (2\2\3) Go to the knife thrower then
talk to him. (2\2) Talk to Sophia, (3\1) then push her to be the volunteer.
The knife thrower will do his act then Sophia will give you a knife. Go
to the back alley then look at the mask on the wall. Take it, then talk
to the shopkeeper. (3) Talk to him again. (2\1) Leave the shop, then return
to the airport. Go back to Monte Carlo.
Return to Monte Carlo
When you see Trottier, talk to him. (1) Inside the hotel, talk to Sophia.
(2) While she's busy talking, take the bedspread and the flashlight from
the cabinet. Pull the circuit breaker, then use the bed sheet. Use the mask
and the flashlight, then watch a scary fright. Later, turn off the lights
again then play with the flashlight. Check out the cool hand puppets on
the wall. Leave the hotel, then get a cab.
Return to Algiers
Return to the shopkeeper, then give him the Sun Stone. (1\1\1) After the
camel ride, (1\1\1) take the item then leave the shop. Go to the grocer
then talk to him. (1\1\1\2\3\2) He will not except the gift, but he will
tell you no and give you a clue as to what he really wants. Return to the
shopkeeper then trade for something witch is close to what the grocer wants.
When he excepts the gift, you will get a squab. Give the squab to the beggar,
then he will give you a balloon ticket. Go up to the roof, then give the
ticket to the balloon man. Use the balloon, but a rope will prevent you
from going anywhere. Cut the rope with your knife, then you will fly around
the desert. Land at the nearest nomad's camp, then give him you're map.
He will tell you in which direction to go. Keep asking nomad's until an
X appears on the ground. Land there, then a Nazi will shoot you down. After
the crash land, go left to the dig site.
An Old Dig Site
Sophia will walk ahead, then she will fall into a hole. Go to the ladder,
then you will go down into the pit. It'll be pitch black. The longer you
stay in the dark, the better you'll see as your eyes get accustomed to the
lack of light. Move the mouse around then touch everything that pops up
on the command line. Pick up a long tubular thing, a sharp piece of wood,
a blunt piece of wood and a clay thing. There's a portable generator in
here with an on/off switch and a gas cap. Go outside to the truck, then
use the hose with the gas tank. Use the jar with the end of the hose. Go
back to the generator, open the metal cap then empty the jar into the pipe.
Use the on/off switch, then the lights will go on. Go to the right then
use the ship's rib on the crumbling wall. Put the peg in the hole, then
put the Sun Stone on the peg. Look at it, then align one of the circles
with the Horns. Press the spindle, then a door will open if you are right.
Sophia will come out, she will give you a distributor cap and a fish on
a string witch detects orichalcum. Turn off the generator, then open it.
Take the ceramic thing inside. Return to the truck then use the spark plug
and the distributor cap on the engine. Use the truck, then you will go to
Crete.
Crete
You'll be at a dock. Look at the stone pedestal at your screen then go left.
Go down the path until you reach the ruins of Knossos. Talk to Sophia, (1\2\3)
then go to the building at the left. Enter every building until you find
a room with a mural. Look at it, it will give you hints on where to look
for a bull's tail statue and a bull's head statue. Leave the building, then
look at all the stones. Push the ones that are loose, the two statues will
be under them. Return to the bridge, then cross it to get a transit. Return
to the buildings, then use the transit on the bull's tail. Use the transit.
Click on the knobs until you see the big horns. Look at the corner of the
right horn with the crosshair then click on it. A line will appear. Use
the transit on the bull's horns, then use the transit. Look at the corner
of the left horn with the crosshair, then click on it. Another line will
appear with on X at the end. Use the ship's rib on the X, then you'll get
the Moon Stone. Go back near the dock then go right. Use the two stones
on the pedestal then align them with the horns. Press the spindle, then
a door will open if you are right. Take the stones, then enter through the
doorway.
The Labyrinth
You will see a shelf with three statue heads, look at them. Take two of
the heads then go through the door. On the other side, use your whip on
the third head. Now the door is closed and there's no way out. Go up through
the doorway then go left through the doorway. Go through the doorway next
of you, then look at the statue and it's head. Whip the head, then it will
roll down to the floor. Walk to the platform, then it will go down like
an elevator. Look at Mr. Sternhart and the note, then take the World Stone
and the staff. Look at the waterfall, then use the chain that's behind it.
When you're at the top, go through the left doorway but be careful not to
step on the platform. Put the three statue heads on the shelf, then the
gate will open. Go through then go up. Go through the right doorway, then
you will enter a room with a gold box and a counterweight. Look around,
then use the staff on the chock. Leave the room, then go up through the
doorway. Go right until you reach a room with a big face. Use the staff
in its mouth. The elevator will go up as the counterweight comes down. Take
the gold box, then open it. Put the orichalcums in the box, then close the
lid. Go all the way back to Sophia, then go up through the doorway. Look
at the hole above, then talk to Sophia. (2\3\2\1) She will open the gate.
Go through it, then use the amber fish. Sophia's necklace will cause interference,
talk to her. (3\3\1\1\1) Now go through every room from this area, then
use the amber fish until it points to the wall. Use the ship's rib on the
wall, then a door will appear. Push the door, then go through. Go right,
then you will find a map room. Use the three stones on the pedestal, then
align them according to the pictures on the three doors. Press the spindle,
then a door will open if you are right. Take the stones, then enter through
the doorway. Kerner will appear. (1\1) When he leaves, look at the right
wall then use the ship's rib. After the cut-scene, go to the Nazi U-boat.
Climb the ladder then open the hatch. The captain will appear. (1) Later,
click on the sub.
Submarine
Pull the lever, then look at the lower deck. Use the intercom, then tell
everyone to go to the bow. Go down then go left. Push the speed lever. Click
on the sub, then push the reverse button. Click on the sub, then go right.
Open the trapdoor, then go to the lower level. Fill up the jar with battery
acid. Go right then talk to Sophia through the wall. (1\1\2\2) Exit through
the trapdoor, then go right to the ladder. Go down then take the plunger
on your right. Go near the door, then listen to the conversation. Go to
the guard, then he will turn around and ask who you are. Mention something
about a bucket, then Sophia will knock him out. After the guard is out,
talk to her. (1\1\2) Go up to the top, then use the plunger where the lever
was. Go down then go right. Open another trapdoor, then use the acid on
the strong box. You will get the three stones and a key. Return to Sophia
then use the key on the padlock witch unlocks the emergency rudder control.
Now push the wheel, then you will have control of the sub. Manoeuvre the
sub with the controls. (The plunger for depth, the steering wheel for left
or right direction, the lever for speed and the switch for forward/reverse.
You can only use this switch when the sub is not moving) Find the air lock,
then go in with your sub.
Atlantis
You'll be in another pitch black chamber, it's actually an air lock. Anyway,
pick up a wooden thing that's around here somewhere then use it on the stone
rubble to the right. Go up the ladder, then Sophia will be captured again.
Feel around for a stone box then open it. Pick up the metal rod that's inside,
then use a bead to light up the room. Here is a door, a statue and a spindle.
Use the three stones on the spindle, then align them according to the dialogue.
Press the spindle, then the statue will open its mouth. Use a bead in the
statue's mouth, then the door will open. Take your stones and the ladder
then go through the door. Save your game.
Kicking a Nazi's butt
The little brown man is you, the little green men are the Nazi soldiers.
If you get into battle with one of them, you can either run away or pick
up a fight. Hear is a quick way to win a fight, press the Ins key. You will
get a sausage as a reward, but only once.
Going around the big circle while entering rooms and collecting things
When you move the mouse cursor all over your screen, you will notice this:
? That is an unexplored room. Now let's go explore the rooms around the
entire circle, also when you come to a room with a vent open it then go
through. Let's get a: bronze gear witch is on a wall next to a machine,
spoked wheel witch is inside a broken machine, a statue head and another
eel sculpture. When you get to a room with a hole and a statue holding a
cup, use the ladder to cross over the hole and take the cup. Don't forget
to take the ladder when you leave the room. Go down the long hallway on
you're right, then keep going until you reach a subway. Take the rib cage
from the skeleton then leave the hall. When you go through a crawlspace
and end up in a room with a dungeon and a statue next of you, use a bead
on the statue then watch it mangle the guard good. When you come to a room
with two double doors and a fish statue with a pool, look around then leave.
You will come back later.
Using the items
When you get to the lava room, use the cup on the pedestal then use the
fish head on the plaque. Lava is going to come out and fill the cup. Put
back the fish head then leave the room. Go back to the machine room then
look around. Put the spoked wheel on the peg then go to the top of the stairs.
Pour the lava into the funnel. The machine will smoke, gears will turn,
lights will light and the animal will spit out ten beads into the dish.
Take the beads and the wheel then go to the crab room. You have to use the
rib cage to capture a crab. First, bait the cage with the sausage then put
the cage into the pool. Eventually, you will catch a crab.
The canal, Nur-Ab-Sal and the Colossus
Return to the Sentry Room then use a bead on the eel statue. It will dry
out the water. Feed the fish statue with a bead, then the door will open.
Go through then go left to the dungeon. Pick up the statue part then talk
to Sophia. (1\1\1) Leave the room, then go up to the canal. An octopus is
in the water, use the crab in the cage to satisfy its hunger. The octopus
will leave with a burp, now you can cross over to the other side. Get onto
the crab thing then put a bead in its mouth. Go left then use the stones
on the spindles to open the gates. You'll eventually reach a section where
there's another flight of stairs. Go up, then enter the room. Take the crescent
machine part in the cupboard. Close the cupboard door then look at it. Leave
the room, then get on your crab cab. Go left through the gate until you
reach another doorway. Go through, then you will reach another room with
a statue. Use the ladder on the statue, then open up its chest plate. Save
now, because the game screws up here a lot. You turn invisible sometimes
and sometimes the thing's you have to use on the statue won't move. Look
at the chest. Put the spoked wheel in the centre then put the mouth on top
of it. Put the crescent on the right. Place the gear at the top left peg
then put a bead in the mouth. The right arm will go down. Go down the ladder
then attach the chains to the loops. Go back to the chest, then move the
gear to the lower left peg. Feed the mouth again. Voila, the door rips off
and a hinge pin lands on the ground. Go down the ladder, then pick up the
hinge pin. Now go all the way back to Sophia then give her the hinge pin.
Open the gate. Tell her you have plan, then tell her to brace it with the
pin. After the quick romance scene, open the cage then take the hinge pin.
Now go all the way back to the statue room. Go through the doorway then
get ready for a spooky part. After the conversation, (1\1) follow Sophia
then look at the strange carving on the wall. Enter the room, then go to
Sophia. Talk to her. (2\1\1\2\1\2\3\1) Look at the necklace then put an
orichalcum in its mouth. Quickly use the gold box on the necklace. After
the death of Nur-Ab-Sal, go left up the steps. Look at the skeletons, then
take the sceptre. Leave the room then go left down the hall. You will see
some graffiti on the left wall. Write it down, then go through the door
on the right. Here is a big machine and some more graffiti on the floor.
Write it down, then climb the machine. Put a bead in its mouth. The engine
will start but the thing won't move. Use the first writing that you wrote
down, then put the rod and sceptre in the slots. The machine will start
to go, but you have to stop it somehow. Look at the second writing you wrote
down, then use the levers. Now the machine will go out of control and it
will make a hole through the wall. Go through the little doorway at the
bottom right, then you will enter a big cavern with tons of doorways all
around. Go through the right doorway then go up the steps through the right
doorway. Go right then go up the long stairway. Write down the picture on
the wall, then go down. See the two doorways, go through the left on. Go
up the steps then go through the left doorway. Go through the right doorway
then go through the left doorway. Go up the very long stairway to the right
then go through the left doorway. When you reach the honeycomb on the ground,
try crossing it to the other side. Go right to the colossus. Go in, then
use the stones on the spindle. Align them like the picture, then you will
activate the Machine. Kerner pops out. Later, talk to him. (1\1\1\1\1\2\2\1)
After Kerner's fatal transformation, talk to the Doctor. (1\1\2\3\4\3\2\1)
Now he will try to become a God. After his hideous transformation, the whole
place starts to fall apart. You and Sophia run out to the air lock while
escaping with Kerner's sub. Just look at that beautiful sunset.
The End
=====================================================================================
The adventure is not finished yet, go back to the part where you found the
book of Plato in Barnett College. After reading it with Sophia, you will
have a long conversation. (1\1\2\1\1\1\4\2\3) Action Path (2\1\2) Go to
Monte Carlo.
Monte Carlo
You'll be on a busy corner next to a hotel. When you see a guy in a light
brown suit with a flower on his lapel, talk to him. (1\2\1\2\3) Take a cab,
then fly to Algiers.
Algiers
Go to the beggar then talk to him. (2\2\3) Go left then go to the back alley.
Talk to the servant (1\1\3) then give him Trottier's business card. Follow
him then go left to the street. You will see a lot of spots and houses.
Follow the red spot. When he enters a building, follow him in. You will
see an argument between a Nazi soldier and Omar. See the hanging crockery
above the soldier, whip it to knock him out. After the conversation, talk
to Omar. (2\1) When he leaves, take the stick from the pot at your screen.
Look at the cloth above the window, then use the stick to get it down. Use
the camel, then ride into the desert. A lot of Nazi's are riding around
in their jeeps. If they catch you, pick a fight then press the Ins key to
knock him out. Go to the nearest nomad's camp, then give him you're map.
He will tell you in which direction to go. Keep asking nomad's until an
X appears, go there. When you arrive, go left to the dig site.
An Old Dig Site
Go to the ladder, then you will go down into the pit. It'll be pitch black.
The longer you stay in the dark, the better you'll see as your eyes get
accustomed to the lack of light. Move the mouse around then touch everything
that pops up on the command line. Pick up a sharp piece of wood, a blunt
piece of wood and a clay thing. There's a portable generator in here with
an on/off switch. Use the on/off switch, then the lights will go on. Look
at the painting and the round circle then push the circle. Take the Sun
Stone from secret compartment, then go right to the wall. Use the ship's
rib on the crumbling wall. Put the peg in the hole, then put the Sun Stone
on the peg. Look at it, then align one of the circles with the Horns. Press
the spindle, then a door will open if you are right. Take the stone, then
go through the secret door. You will come out through a secret opening from
the ground. A Nazi soldier will appear, talk to him (1) then use you're
whip on him. Hear is a quick way to win a fight, press the Ins key. When
he's down, go left. Go up the rope ladder, then fly north to the sea. You
will go to Crete.
Crete
Go down the path, then you will reach the ruins of Knossos. Go to the building
at the left. Now enter every building until you find a room with a mural.
Look at it, it will give you hints on where to look for a bull's tail statue
and a bull's head statue. Leave the building, then look at all the stones.
Push the ones that are loose, the two statues will be under them. Return
to the bridge, then cross it to get a transit. Return to the buildings,
then use the transit on the bull's tail. Use the transit. Click on the knobs
until you see the big horns. Look at the corner of the right horn with the
crosshair then click on it. A line will appear. Use the transit on the bull's
horns, then use the transit. Look at the corner of the left horn with the
crosshair, then click on it. Another line will appear with on X at the end.
Use the ship's rib on the X, then you'll get the Moon Stone. Go back to
the path, then go right to the dock. Look at the stone pedestal. Use the
two stones on the pedestal then align them with the Horns. Press the spindle,
then a door will open if you are right. A Nazi will appear, talk to him
(1\1\1) then win the fight. Take the stones, then enter through the doorway.
The Labyrinth
You will see a shelf with three statue heads, look at them. Take two of
the heads then go through the door. On the other side, use your whip on
the third head. Now the door is closed and there's no way out. Go up through
the doorway then go left through the doorway. Go through the doorway next
of you, then look at the statue and it's head. Whip the head, then it will
roll down to the floor. Walk to the platform, then it will go down like
an elevator. Look at Mr. Sternhart and the note, then take the staff. Look
at the waterfall, then use the chain that's behind it. When you're at the
top, go through the left doorway but be careful not to step on the platform.
Put the three statue heads on the shelf, then the gate will open. Go through
then go up. Go through the right doorway, then you will enter a room with
a gold box and a counterweight. Look around, then use the staff on the chock.
Leave the room, then go up through the doorway. Go right until you reach
a room with a big face. Use the staff in its mouth. The elevator will go
up as the counterweight comes down. Take the gold box, then open it. Put
the orichalcums in the box, then close the lid. Go all the way back to the
room with the sinking platform, then go through the right doorway. See the
closed door, push it several times until the slab collapse. Go through to
the new room. Look at the stone outcropping above, then use you're whip
to swing across. Go left then go up through the doorway. Walk to the Nazi's
then quickly hide behind the stone slab near the entrance. When he looks
for you, push the slab. Go through the doorway to the next room, then talk
to the Nazi. (3) Win the fight, then go up through the doorway. Go up through
the doorway then talk to the soldier. (1) Win the fight, then return to
the previous room. Go through the doorway with the circles above, then talk
to the Nazi. (3) Win the fight, then go left to another Nazi. Talk to him
(2) then win the fight. Go through the next doorway. See the soldier below,
look at the hanging column of rock then push it to kill the guard. Go back
through the doorway, then go back to the room with the waterfall. Go up
through the doorway, then go right to the next room. Take the stalactite
from the dead guard, then go right again. Listen to someone sing, then go
through the right doorway. Look at the boulder, then use the ship's rib
to make it move. It will block the exit. Go down the path, then you will
see a big ugly Nazi. Go to him, then talk to him. (3\1) Go right to the
door, then use the stalactite on the boulder. After the crush, return to
the big ugly Nazi then look at him. Go up through the doorway, then go left
and left again. Sophia is somewhere around in these caves, use the amber
fish until you find her. Use you're whip into the pit, then you will pull
her out. Go back to Arnold the strong soldier, then go left through the
doorway. You will find a map room. Use the three stones on the pedestal,
then align them according to the pictures on the three doors. Press the
spindle, then a door will open if you are right. Take the stones, then enter
through the doorway. Look at the labyrinth exit and the stone pointer, then
go towards the exit. Book passage to Thera.
Thera
Talk to Sophia (4) Go left, then walk to the path away from the dock. Sophia
will ask where you are going. (2) Go to one of the three paths in the mountain,
then look around. Take the tire repair kit, then return back to Sophia.
Talk to her (2\1\1) then go right to the boat. Talk to the captain (2\1\1\1\3\1\1\1)
then you will go out to the sea. Later, open the storage locker. Use the
tire repair kit with the punctured suit, then use the air-hose with the
suit. Use the suit. Sophia: Use the hoist with the suit. After the cut-scene,
save your game. Indy: Now try to find the right entrance to Atlantis.
Atlantis: The same as Team path, but the score is different at the end.
You'll be in another pitch black chamber, it's actually an air lock. Anyway,
pick up a wooden thing that's around here somewhere then use it on the stone
rubble to the right. Go up the ladder, then Sophia will be captured again.
Feel around for a stone box then open it. Pick up the metal rod that's inside,
then use a bead to light up the room. Here is a door, a statue and a spindle.
Use the three stones on the spindle, then align them according to the dialogue.
Press the spindle, then the statue will open its mouth. Use a bead in the
statue's mouth, then the door will open. Take your stones and the ladder
then go through the door. Save your game.
Kicking a Nazi's butt
The little brown man is you, the little green men are the Nazi soldiers.
If you get into battle with one of them, you can either run away or pick
up a fight. Hear is a quick way to win a fight, press the Ins key. You will
get a sausage as a reward, but only once.
Going around the big circle while entering rooms and collecting things
When you move the mouse cursor all over your screen, you will notice this:
? That is an unexplored room. Now let's go explore the rooms around the
entire circle, also when you come to a room with a vent open it then go
through. Let's get a: bronze gear witch is on a wall next to a machine,
spoked wheel witch is inside a broken machine, a statue head and another
eel sculpture. When you get to a room with a hole and a statue holding a
cup, use the ladder to cross over the hole and take the cup. Don't forget
to take the ladder when you leave the room. Go down the long hallway on
you're right, then keep going until you reach a subway. Take the rib cage
from the skeleton then leave the hall. When you go through a crawlspace
and end up in a room with a dungeon and a statue next of you, use a bead
on the statue then watch it mangle the guard good. When you come to a room
with two double doors and a fish statue with a pool, look around then leave.
You will come back later.
Using the items
When you get to the lava room, use the cup on the pedestal then use the
fish head on the plaque. Lava is going to come out and fill the cup. Put
back the fish head then leave the room. Go back to the machine room then
look around. Put the spoked wheel on the peg then go to the top of the stairs.
Pour the lava into the funnel. The machine will smoke, gears will turn,
lights will light and the animal will spit out ten beads into the dish.
Take the beads and the wheel then go to the crab room. You have to use the
rib cage to capture a crab. First, bait the cage with the sausage then put
the cage into the pool. Eventually, you will catch a crab.
The canal, Nur-Ab-Sal and the Colossus
Return to the Sentry Room then use a bead on the eel statue. It will dry
out the water. Feed the fish statue with a bead, then the door will open.
Go through then go left to the dungeon. Pick up the statue part then talk
to Sophia. (1\1\1) Leave the room, then go up to the canal. An octopus is
in the water, use the crab in the cage to satisfy its hunger. The octopus
will leave with a burp, now you can cross over to the other side. Get onto
the crab thing then put a bead in its mouth. Go left then use the stones
on the spindles to open the gates. You'll eventually reach a section where
there's another flight of stairs. Go up, then enter the room. Take the crescent
machine part in the cupboard. Close the cupboard door then look at it. Leave
the room, then get on your crab cab. Go left through the gate until you
reach another doorway. Go through, then you will reach another room with
a statue. Use the ladder on the statue, then open up its chest plate. Save
now, because the game screws up here a lot. You turn invisible sometimes
and sometimes the thing's you have to use on the statue won't move. Look
at the chest. Put the spoked wheel in the centre then put the mouth on top
of it. Put the crescent on the right. Place the gear at the top left peg
then put a bead in the mouth. The right arm will go down. Go down the ladder
then attach the chains to the loops. Go back to the chest, then move the
gear to the lower left peg. Feed the mouth again. Voila, the door rips off
and a hinge pin lands on the ground. Go down the ladder, then pick up the
hinge pin. Now go all the way back to Sophia then give her the hinge pin.
Open the gate. Tell her you have plan, then tell her to brace it with the
pin. After the quick romance scene, open the cage then take the hinge pin.
Now go all the way back to the statue room. Go through the doorway then
get ready for a spooky part. After the conversation, (1\1) follow Sophia
then look at the strange carving on the wall. Enter the room, then go to
Sophia. Talk to her. (2\1\1\2\1\2\3\1) Look at the necklace then put an
orichalcum in its mouth. Quickly use the gold box on the necklace. After
the death of Nur-Ab-Sal, go left up the steps. Look at the skeletons, then
take the sceptre. Leave the room then go left down the hall. You will see
some graffiti on the left wall. Write it down, then go through the door
on the right. Here is a big machine and some more graffiti on the floor.
Write it down, then climb the machine. Put a bead in its mouth. The engine
will start but the thing won't move. Use the first writing that you wrote
down, then put the rod and sceptre in the slots. The machine will start
to go, but you have to stop it somehow. Look at the second writing you wrote
down, then use the levers. Now the machine will go out of control and it
will make a hole through the wall. Go through the little doorway at the
bottom right, then you will enter a big cavern with tons of doorways all
around. Go through the right doorway then go up the steps through the right
doorway. Go right then go up the long stairway. Write down the picture on
the wall, then go down. See the two doorways, go through the left on. Go
up the steps then go through the left doorway. Go through the right doorway
then go through the left doorway. Go up the very long stairway to the right
then go through the left doorway. When you reach the honeycomb on the ground,
try crossing it to the other side. Go right to the colossus. Go in, then
use the stones on the spindle. Align them like the picture, then you will
activate the Machine. Kerner pops out. Later, talk to him. (1\1\1\1\1\2\2\1)
After Kerner's fatal transformation, talk to the Doctor. (1\1\2\3\4\3\2\1)
Now he will try to become a God. After his hideous transformation, the whole
place starts to fall apart. You and Sophia run out to the air lock while
escaping with Kerner's sub. Just look at that beautiful sunset.
The End
=====================================================================================
The adventure is not finished yet, go back to the part where you found the
book of Plato in Barnett College. After reading it with Sophia, you will
have a long conversation. (1\1\2\1\1\1\4\2\3) Think Path (3\1\2) Go to Monte
Carlo.
Monte Carlo
You'll be on a busy corner next to a hotel. When you see a guy in a light
brown suit with a flower on his lapel, talk to him. (1\2\1\2\2) Take a cab,
then fly to Algiers.
Algiers
Go to the beggar then talk to him. (2\2\3) Go left then go to the back alley.
Talk to the servant (1\1\3) then give him Trottier's business card. Follow
him then go left to the street. You will see a lot of spots and houses,
but you won't see the servant. See the red spot, wait till he comes to the
market then click on the market. Talk to the man with the red fez. (4\3\1\3\1\2)
Return to the back ally, then wait for the servant. Give him the fez, then
talk to him. (1) Talk to him again (1) then follow him to the street. See
the red spot, that is the servant. Follow him around, until he enters a
building. Follow him in. After the conversation, talk to Omar. (1\2\1\1)
Go to the closet, then Omar will follow. Quickly leave, then close the closet
door. Talk to him (2\1\1) then open the closet door. When he leaves, take
the stick from the pot at your screen. Look at the cloth above the window,
then use the stick to get it down. Take the two statues on the table, then
use the camel. Ride into the desert. A lot of nomads are riding on camels,
if they catch you bribe them with a statue. Go to the nearest nomad's camp,
then give him you're map. He will tell you in which direction to go. Keep
asking nomad's until an X appears, go there. When you arrive, go left to
the dig site.
An Old Dig Site
Go to the ladder, then you will go down into the pit. It'll be pitch black.
The longer you stay in the dark, the better you'll see as your eyes get
accustomed to the lack of light. Move the mouse around then touch everything
that pops up on the command line. Pick up a long tubular thing, a sharp
piece of wood and a clay thing. There's a portable generator in here with
an on/off switch and a gas cap. Go outside to the truck, then use the hose
with the gas tank. Use the jar with the end of the hose. Go back to the
generator, open the metal cap then empty the jar into the pipe. Use the
on/off switch, then the lights will go on. Look at the painting and the
round circle then push the circle. Take the statue from secret compartment,
then go right to the wall. Use the ship's rib on the crumbling wall then
look at it. Turn off the generator, then open it. Take the ceramic thing
inside. Return to the truck, then open the hood. Use the spark plug on the
engine. Use the orichalcum with the statue, then use the statue with the
spark plugs. Open the door, then take the telegram. Use the truck, then
go to Monte Carlo.
Return to Monte Carlo
Talk to Trottier (1) then talk to him again. (2) After the conversation,
Trottier will get kidnapped. You will follow him in another car, ram the
Nazi's car until a big car crash accurse. Talk to Trottier. (4\2\1\3\3\1\1\2\1)
After he told you where he threw the Sun Stone, 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, look at
it then return to the hotel. Take a cab, then fly to Thera.
Thera
Talk to the Port Authority (1\1\1) then talk to him again. (1\1\1) Look
at the crate near the tent then go left. Look at the basket, then go left.
Walk to the path away from the dock. Go to one of the three paths in the
mountain, then you look around. Close the lid of the box, then look at the
paper. Take the invoice, then go through the entrance. Go left then take
the entrenching tool from the crate. You will hear a big crash. Return to
the exit, then look at the cave in. Push the entrenching tool, then read
the note Sophia left. Return to the previous room then close the bronze
door. Use the Sun Stone with the peg, then look at it. Align one of the
circles with the Horns, then press the spindle. You will hear a click noise
if you are right. Open the door, then look at the carved sign. Take it,
then close the door. Take the stone disk, then return to the cave in. Use
the entrenching tool with the blocked door. After the cut-scene, return
to the dock then talk to the Port Authority. (1) Give the carved sign to
him, then talk to him again. (1) Open the crate near the tent, then take
the big rubber balloon. Take the giant basket and the fish net, then return
to the place in the mountain. Use the fish net with the balloon then use
the basket with the balloon. Use the hose with the balloon, then use the
balloon with the vent. Ride you're balloon, then find the submarine. When
you see it, land on it. Later, climb the ladder then open the hatch.
The Submarine
Go down to the lower deck, then go down again. Go right then listen to the
conversation. Later, climb the ladder then talk to the guard. (1) Talk to
him again. (2) Go left then take some bread and some cold cuts. Use the
cold cuts with the bread to make a sandwich. Go back to the guard then use
the sandwich. Open the lockers, then take the Moon Stone and the Torpedo
Instructions. Go left. After the cut-scene, you will arrive in Crete. Return
to the lower deck, then go left. Talk to the sailor (2\1\1) then go right
to the end of the sub. Take the oily rag from the torpedo then take the
clothes line you passed by. Go way left to the end of the sub then use the
oily rag on the wires. Use the Torpedo Instructions with the control panel
then pull the lever. After the quick fire escape, open the trapdoor. Go
right to the end of the sub, then use the Torpedo Instructions with the
control panel. Open the torpedo tube then use the clothes line with the
lever. Get in the tube, then pull the clothes line. You will go out like
a rocket. On the dock, look at the stone pedestal. Use the two stones on
the pedestal then align them with the Horns. Press the spindle, then a door
will open if you are right.
The Labyrinth
You will see a shelf with three statue heads, look at them. Take two of
the heads then go through the door. On the other side, use your whip on
the third head. Now the door is closed and there's no way out. Go up through
the doorway then go left through the doorway. Go through the doorway next
of you, then look at the statue and it's head. Whip the head, then it will
roll down to the floor. Walk to the platform, then it will go down like
an elevator. Look at Mr. Sternhart and the note, then take the World Stone
and the staff. Take the scarf, then use the comb with the clothes line.
Look at the waterfall, then use the chain that's behind it. When you're
at the top, go through the left doorway but be careful not to step on the
platform. Put the three statue heads on the shelf, then the gate will open.
Go through then go up. Go through the right doorway, then you will enter
a room with a gold box and a counterweight. Look around, then use the staff
on the chock. Leave the room, then go up through the doorway. Go right until
you reach a room with a big face. Use the staff in its mouth. The elevator
will go up as the counterweight comes down. Take the gold box, then go up
through the doorway. Look around then put an orichalcum in the statue. Put
the statue in the hood of the machine, then watch it go. Go through the
hole. You will find a map room. Use the three stones on the pedestal, then
align them according to the pictures on the three doors. Press the spindle,
then a door will open if you are right. Take the stones, then enter through
the doorway. Go through the doorway on the right, then open the box. Put
the orichalcum in the box, then close the lid. Use the scarf with the comb,
then use the comb. Look at the bones, then you will find another orichalcum.
Leave the room, then use the comb with the scarf. Use the comb, then it
will point to the wall. Use the ship's rib on the wall, then a door will
appear. Push the door, then go through. Pick up another orichalcum. Look
around, then open the box. Put an orichalcum in the mouth of the subway
car, then it will take you to Atlantis.
Atlantis: The same as Team path, but the score is different at the end.
You'll be in another pitch black chamber, it's actually an air lock. Anyway,
pick up a wooden thing that's around here somewhere then use it on the stone
rubble to the right. Go up the ladder, then Sophia will be captured again.
Feel around for a stone box then open it. Pick up the metal rod that's inside,
then use a bead to light up the room. Here is a door, a statue and a spindle.
Use the three stones on the spindle, then align them according to the dialogue.
Press the spindle, then the statue will open its mouth. Use a bead in the
statue's mouth, then the door will open. Take your stones and the ladder
then go through the door. Save your game.
Kicking a Nazi's butt
The little brown man is you, the little green men are the Nazi soldiers.
If you get into battle with one of them, you can either run away or pick
up a fight. Hear is a quick way to win a fight, press the Ins key. You will
get a sausage as a reward, but only once.
Going around the big circle while entering rooms and collecting things
When you move the mouse cursor all over your screen, you will notice this:
? That is an unexplored room. Now let's go explore the rooms around the
entire circle, also when you come to a room with a vent open it then go
through. Let's get a: bronze gear witch is on a wall next to a machine,
spoked wheel witch is inside a broken machine, a statue head and another
eel sculpture. When you get to a room with a hole and a statue holding a
cup, use the ladder to cross over the hole and take the cup. Don't forget
to take the ladder when you leave the room. Go down the long hallway on
you're right, then keep going until you reach a subway. Take the rib cage
from the skeleton then leave the hall. When you go through a crawlspace
and end up in a room with a dungeon and a statue next of you, use a bead
on the statue then watch it mangle the guard good. When you come to a room
with two double doors and a fish statue with a pool, look around then leave.
You will come back later.
Using the items
When you get to the lava room, use the cup on the pedestal then use the
fish head on the plaque. Lava is going to come out and fill the cup. Put
back the fish head then leave the room. Go back to the machine room then
look around. Put the spoked wheel on the peg then go to the top of the stairs.
Pour the lava into the funnel. The machine will smoke, gears will turn,
lights will light and the animal will spit out ten beads into the dish.
Take the beads and the wheel then go to the crab room. You have to use the
rib cage to capture a crab. First, bait the cage with the sausage then put
the cage into the pool. Eventually, you will catch a crab.
The canal, Nur-Ab-Sal and the Colossus
Return to the Sentry Room then use a bead on the eel statue. It will dry
out the water. Feed the fish statue with a bead, then the door will open.
Go through then go left to the dungeon. Pick up the statue part then talk
to Sophia. (1\1\1) Leave the room, then go up to the canal. An octopus is
in the water, use the crab in the cage to satisfy its hunger. The octopus
will leave with a burp, now you can cross over to the other side. Get onto
the crab thing then put a bead in its mouth. Go left then use the stones
on the spindles to open the gates. You'll eventually reach a section where
there's another flight of stairs. Go up, then enter the room. Take the crescent
machine part in the cupboard. Close the cupboard door then look at it. Leave
the room, then get on your crab cab. Go left through the gate until you
reach another doorway. Go through, then you will reach another room with
a statue. Use the ladder on the statue, then open up its chest plate. Save
now, because the game screws up here a lot. You turn invisible sometimes
and sometimes the thing's you have to use on the statue won't move. Look
at the chest. Put the spoked wheel in the centre then put the mouth on top
of it. Put the crescent on the right. Place the gear at the top left peg
then put a bead in the mouth. The right arm will go down. Go down the ladder
then attach the chains to the loops. Go back to the chest, then move the
gear to the lower left peg. Feed the mouth again. Voila, the door rips off
and a hinge pin lands on the ground. Go down the ladder, then pick up the
hinge pin. Now go all the way back to Sophia then give her the hinge pin.
Open the gate. Tell her you have plan, then tell her to brace it with the
pin. After the quick romance scene, open the cage then take the hinge pin.
Now go all the way back to the statue room. Go through the doorway then
get ready for a spooky part. After the conversation, (1\1) follow Sophia
then look at the strange carving on the wall. Enter the room, then go to
Sophia. Talk to her. (2\1\1\2\1\2\3\1) Look at the necklace then put an
orichalcum in its mouth. Quickly use the gold box on the necklace. After
the death of Nur-Ab-Sal, go left up the steps. Look at the skeletons, then
take the sceptre. Leave the room then go left down the hall. You will see
some graffiti on the left wall. Write it down, then go through the door
on the right. Here is a big machine and some more graffiti on the floor.
Write it down, then climb the machine. Put a bead in its mouth. The engine
will start but the thing won't move. Use the first writing that you wrote
down, then put the rod and sceptre in the slots. The machine will start
to go, but you have to stop it somehow. Look at the second writing you wrote
down, then use the levers. Now the machine will go out of control and it
will make a hole through the wall. Go through the little doorway at the
bottom right, then you will enter a big cavern with tons of doorways all
around. Go through the right doorway then go up the steps through the right
doorway. Go right then go up the long stairway. Write down the picture on
the wall, then go down. See the two doorways, go through the left on. Go
up the steps then go through the left doorway. Go through the right doorway
then go through the left doorway. Go up the very long stairway to the right
then go through the left doorway. When you reach the honeycomb on the ground,
try crossing it to the other side. Go right to the colossus. Go in, then
use the stones on the spindle. Align them like the picture, then you will
activate the Machine. Kerner pops out. Later, talk to him. (1\1\1\1\1\2\2\1)
After Kerner's fatal transformation, talk to the Doctor. (1\1\2\3\4\3\2\1)
Now he will try to become a God. After his hideous transformation, the whole
place starts to fall apart. You and Sophia run out to the air lock while
escaping with Kerner's sub. Just look at that beautiful sunset.
The End