WALKTHRU: Indiana Jones & The Fate of Atlantis
By: BoRG
[2005 note: "BoRG was my "733t" handle from the good ol' BBS days]
August 5, 1992: original writing
January 8, 2005: cleaned up and reformatted for posting to Mobygames.com
[2005 note: This is the only walkthrough I've ever written. I originally wrote this back in 1992. Back then I remember getting the game to run in a Win 3.1 DOS box and ALT-TABing between the game and Notepad to write the walkthrough. After becoming an approver for Mobygames, I found out they wanted original hints/tips/cheats etc, so I dug through my backups and found the walkthrough. I hadn't uploaded it anywhere other than BBSes of the early 90s, but here it is making it's first appearance on the 'net via Mobygames. Glad it will be immortalized on Moby -- you never know when those backups could get lost or become corrupt... :)]
INTRO
=====
The guys at Lucasarts really outdid themselves with this game. Awesome story, awesome puzzles, and great fun.
[2005 note: They really don't make them like they used to. Today's games consist of lame mini-games that have you collecting stars or coins or some other inconsequential item. What happened to good story-telling? "Comedy" that's actually funny? Goals that you actually *wanted* to strive for? What kind of lame goal is "Collect all 100 stars!" ? ]
There are 3 different "paths" that you can take in this game. This means you can play it 3 times for 3 times the fun. You'll get to choose a path about a quarter of the way into the game. Remember to SAVE your game when it gets to this point so that you can go back and play a different path.
The 3 paths are:
FISTS -> alone, more arcade-style puzzles, lots of fighting
TEAM -> with Sophia to help you solve puzzles
WITS -> alone, abstract puzzle-solving
After playing it and getting stuck in the WITS path, I started looking for a walkthrough. I found two, but they were both for the TEAM path, oddly enough. So after finishing the WITS path I decided to play the other two paths and type up walkthru's for 'em. So here they are.
[2005 note: the above is obviously no longer true; remember that this was originally written in 1992 when there really wasn't much of an internet to speak of...]
===========================================================================================
GAME START!
===========================================================================================
NEW YORK
========
Look around and take the newspaper on the stand.
Now you have to get in the theater somehow. The front door's no
good so you have to find another way in.
Walk to the right. There are some crates to the right, and a door on the left.
There are 3 ways to get in:
1 - move the crates around and climb the ladder
2 - open the door and compliment Sophia when talking to Biff (tell him about you find her so smart and how she makes things easy to understand)
3 - insult Biff and duke it out (not for the non-arcaders!).
Once in, go through the door and talk to the old man.
Try walking to Sophia.
Give the newspaper to the old man.
Fool with the levers until the three lights turn green.
Then press the red button and watch the show...
ICELAND
=======
Go into the cave and talk to Hiemdall until he tells you about Costa and Sternhart.
Leave with the jeep.
Go to TIKAL.
TIKAL
=====
Go into the jungle and look around a little. You'll see a rodent.
One of the paths take you to the edge of a chasm where a big anaconda is wrapped around a tree. Make a note of which path that is.
When you're back in the jungle, move around until the rodent is in front of the path to the chasm.
If your close enough, whip him and it'll run into the path and get mutilated by the snake.
Then take the path and walk to the tree (to go over the chasm).
Once you're over, Sophia will pop out.
Go to the temple. Sternhart will pop out and start talking.
Ask him to see the temple and he'll ask you for the title of the Lost Dialogue of Plato.
Tell him you don't know the answer and the parrot on the tree will squawk.
Talk to the parrot about the title and it'll tell you the title.
Then ask Sternhart to see the temple and tell him the title. He'll let you in.
Look around a little.
Ask Sophia to keep him busy and when they walk to the back of the room, leave the temple and go to the trinket
stand.
Get the kerosene lamp.
Go into the temple and open the lamp. Use it on the different spiral design. The kerosine eats
away at the tarnish.
Take the spiral design and use it on the animal head.
Then pull on the elephant's nose and a tomb will open up.
Sternhart takes the WorldStone from the tomb and leaves through a secret door.
There is also an orichalum bead in the tomb. Take it and leave.
Go to ICELAND again.
ICELAND (2nd time)
==================
Go into the cave. Heimdall's a popsicle.
Look at the eel figurine and use the bead in its exposed mouth. It'll melt the ice around it
so you can take it. Get it and leave.
Go to THE AZORES.
THE AZORES
==========
Go to Costa and give him the eel. He'll indirectly tell you where the Dialogue.
He'll name a collection. The collection is different in every game.
Watch the show.
You'll be back in Barnett college.
BARNETT COLLEGE
===============
Go across the street to the office.
Open the fridge and get the jar of mayonnaise.
Go across the street.
Go ahead and read the bulletin board for some laughs.
Go downstairs to the furnace room and get the rag and a lump of coal.
Go upstairs to the library.
Look at the school desk and get the wad of gum.
Use the rope.
Get the arrowhead on the right on the shelf (the teeny weeny dot).
Use the rag on the arrowhead.
Use the mayo on the totem pole and pull the pole twice.
Go up to the attic.
Open up the urn and get the key inside.
From now on it depends what collection you're looking for. The book
will be in a object (which is different every time, too) that
belongs to the collection you're looking for . Doing ONE of the
following will get you the book:
- use the key on the chest behind the crate in the totem room
- go to the tipped over bookshelf and use the arrowhead to
unscrew the screws and get the book
- Go to the furnace room and use the gum on the coal chute. Climb up
the coal chute. This part is weird. You can see a book through
the hole and you can throw the lump of coal at it, but I don't
know if it falls...and the drawer and the end can be opened but
there's nothing in it. Anyway get the wax figurine and go back
down the chute. Open the furnace door and whip the cat in
(doesn't this remind you of the good old days?).
Now go and across the street to office.
SAVE GAME AND NOTE THE NAME OF THIS SAVED GAME IF YOU WANT TO PLAY THE OTHER PATHS LATER.
This is the big PATH choice that will affect the rest of the game.
You either pick
CHOICE 1: FISTS (more arcade-style puzzles, lots of fighting)
CHOICE 2: TEAM (with Sophia to help you solve puzzles)
CHOICE 3: WITS (all alone, abstract puzzle-solving)
Now go to MONTE CARLO.
(jump to the chosen PATH section of this walkthrough to continue)
===========================================================================================
FISTS PATH
===========================================================================================
[FISTS] MONTE CARLO
======================
You'll be on a busy corner next to a hotel.
You can talk to people if you want and try to figure out from their descriptions who Trottier is.
If you don't feel like boggling your brain, he's the hawk-nosed dude with the crap-colored suit and the colorful weed on
his lapel.
Anyway, talk to him and get him to give you his business card (you can do this on your own, just make sure you know Plato's
Dialogue pretty well).
Take the taxi to the airport.
Go to ALGIERS.
[FISTS] ALGIERS
==================
Look around a little. Go ahead and talk to the beggar.
Then go to the left and go to the back alley.
Talk to the storekeeper.
When you're done, give him the business card and ask him to setup a meeting. He'll tell you to wait and he'll take off. Now you use the Monkey Island trick: follow him out. You'll get a top view of the city streets. He's the red dot and you're the black dot. It'll make your eyes go buggy, but try to follow him around.
If he disappears, go back to the market and ask him again. Keep doing it until you see him duck into a house. That's Omar's house. Click on it and you'll go in.
There'll be a German threatening Omar. Listen a little and go up to him.
You'll duke it out with him and Omar will praise you and leave.
Now look around the room and pick up the statue, the pole and the blackbird statue.
Use the pole on the hanging cloth. It's really a map.
Use the camel out back and head out to the desert. You have to avoid the the germans in jeeps and go around to the nomad camps.
When you get to a nomad camp, ask the guy there about the map, and he'll tell you what direction to go.
If you ever get caught by the germans you'll have to fight.
Keep looking for a red X on the map. Click on it when you find it.
[FISTS] DIGSITE
==================
Look around. To the left there'll be a rope ladder (attached to a hot air balloon), but you can't go near it 'cause you get shot at.
Anyway, walk to the ladder and you're going to go down into the pit. It'll be pitch black.
Talk about realism in this game: the longer you stay in the dark, the better you'll see as your eyes get
accustomed to the lack of light (just like in real life).
Look around (i.e. move the mouse around) and touch everything that pops up on the command line.
Pick up the long tubular thing (hose), the pointy piece of wood (ship's rib), the clay thing (clay jar with orachilum bead inside), and the small wooden thing (peg).
There's a portable generator in there with an ON/OFF switch and a gas cap.
Turn on the generator with the ON/OFF switch.
Go to the left and push the painting of the round object. A secret compartment will open. Get
the sunstone that's in there.
Use the ship's rib on the crumbling wall on the left and a hole will appear.
Put the peg in the hole and use the Sunstone on it.
Align the Sunstone according to the dialogue under "at many outposts".
A secret door will open. Go through it.
You'll go to the surface through a hole and a Nazi with a big gun will stop you.
Save your game.
If you say the wrong thing, he'll blow some extra holes into you.
Use the whip to get rid of his gun, then duke it out.
Then go to the generator, turn it off, open it, and take the spark plug.
Then go to the rope ladder and use it.
You'll be in a hot air balloon.
Go north and you're off to CRETE.
[FISTS] CRETE
================
Go North and there will be a bridge. Cross it and you'll find a surveyor's instrument (transit).
Take it and go to the piles of rubble. Push them and there will be a bull's tail and a bull's head statue.
Use the transit on each of them and look through.
Align the cross in the viewer with the horns and click on the window.
Two straight lines will be drawn and converge on a spot.
Go to the spot and use the ship's rib on it and you'll get the Sunstone.
Now go back to the path and go right.
There's going to be a dock and a pedestal.
Align them according to the dialogue under "the Greater colony".
Press the spindle and a door will open.
A Nazi is going to come out and tell you you can't go in. That's where the game ends. Quit the game and find something better to do.
JK! Just slug it out and go into the labyrinth.
You'll see a shelf with three busts. Take two of the them and go through the door.
On the other side, use the whip with the statue head in the doorway. It'll come to you and the gate will close.
Walk around. You'll get to a room with a minotaur statue.
Whip the head and it'll roll down onto the floor.
Walk to where the head is and the floor will go down.
Mr. Sternhart will be there nice and rotten.
Pick up the staff and go to the waterfall and use the chain that's behind it.
Then go get to the place with the other shelf.
Put the busts on the shelf so the gate opens.
Go through the door and go up to the room with the gold box and the counterweight.
Use the staff on the chock holding up the counterweight.
Now leave and find the room with the big face (directly underneath the room with the counterweight).
Use the staff in the face's mouth and the elevator will go up as the counterweight comes down.
Take the gold box and the bead under it.
Go to the doorway blocked by a stone slab and push the slab five (5) times.
The stone will fall and the next room will be the room that Prof. Sternhart can't cross because of a chasm.
When was the last time a chasm stopped stopped Indy and a whip?
After you've crossed over, go North.
There will be two slabs and a hallway with two Nazi's (Hans & Franz) talking.
Walk past the hallway and Hans will come looking for you.
Hide behind the right slab and wait.
When Hans is in position, push the slab and he's a pancake.
(You can try to confront him to duke it out, but let me tell you, Hans really "pumps up".)
Then go down the hallway and fight Franz, he's not so hard compared to his brother.
Look around and duke it out with everyone you see.
Save often.
Anton's pretty hard. I beat Anton after a few tries, but if you want to do it the easy way, go to the ledge above
him and push the stalactite and he's instant shish-ke-bab.
Then go down and take the stalactite.
If you thought Anton was hard, wait till you see Arnold's health meter! He's the opera singer.
When he ask's you for a good song tell him, "99 bottles of beer on the wall", "When the saints...", "Deep in the heart of Texas", "My Blue Heaven", then he knocks your brains out anyway.
I tried duking it out over ten times with Arnold, but I never got his health down to lower than half.
The trick is to hit him when your power is at it's maximum.
(And the only way to do it is to move back out of his reach, wait for your power to go up, then move back in and slug away. But the game makes you run away after about the fifth time that you move back so you can never get to finish him off with this tactic.) [2005 note: I didn't about (or didn't believe in) blocking in 1992, so it should be possible to win with fists!]
Anyway, you gotta squish Arnold.
Go to the room with the boulder and use the ship's rib on it. It'll roll and get stuck in the door.
Then take the tunnel and go where Arnold is.
Run to the other door on top.
Now use the stalactite on the boulder and watch it roll........SQUISH!
Go to Arnold and search him. You'll get two beads and the amber fish (orachilum detector).
Go left.
The map room!
But you don't have the WorldStone yet.
Go back to the room where you beat up Otto (the room with the pit on the left and the two doors that both lead to the big room with five doors).
Put the beads in the gold box and close the box.
Use the amber fish and it'll point down.
The pit will show up.
Talk into the pit and Sophia will talk back to you.
Use your whip to help her out and she'll give you the WorldStone.
Go back to the map room and align the stones according to the dialogue under "to approach Atlantis".
The door on the left will open.
Go in and look at the pointer stone.
Now leave and go to THERA.
[FISTS] THERA
================
Talk to the captain and to Sophia.
Go left away from the dock.
There will be three different parts of the mountain you can check out. Look at all of them until you find the clearing. There'll be a jeep with a tire repair kit. Take the kit and leave.
Go talk to the captain and ask him to bring you somewhere.
You have to know where to go, though.
Open up the dialogue to where it mentions the alignment of the stones.
At the beginning of the left page, it talks about distances to the Greater and Lesser colonies.
Since THERA is the LESSER colony, look at the distance to the lesser colony and take out the last zero (because of the tenfold error, i.e. 270 becomes 27). That number is how far Atlantis is from THERA.
Now look at the direction to the lesser colony and reverse it (North-West becomes South-East, etc). That direction is the direction towards Atlantis.
Now tell the distance and the direction to the Captain.
He'll take you out in the middle of the ocean.
Open the locker and use the tire repair kit to plug up the hole in the suit.
Now attach the hose to the suit and put on the suit.
You won't be able to move in the suit so Sophia will take over.
As Sophia, use the hoist to hoist Indy into the water.
You'll be going down and Kerner will show up in his sub and kidnap Sophia, again.
He'll also cut your air hose and you'll sink down to the bottom.
SAVE YOUR GAME.
There will be six doors and you'll have to check each one until you make it to the airlock.
JUMP TO THE "ATLANTIS (air lock)" SECTION TO CONTINUE THE WALKTHROUGH.
===========================================================================================
TEAM PATH
===========================================================================================
[TEAM] MONTE CARLO
====================
(NOTE: You could go to ALGIERS first and then here to MONTE CARLO, but this MONTE CARLO first is more fun.)
You'll be on a busy corner next to a hotel.
You can talk to people if you want and try to figure out from their descriptions who Trottier is.
If you don't feel like boggling your brain, he's the hawk-nosed dude with the crap-colored suit and the colorful weed on
his lapel.
Anyway, talk to him and get him to come up to Sophia's room with you (you'll have to go talk to Sophia once in the hotel,
she'll tell you what to say).
When he comes let Sophia do the talking if you want and he'll ask you a bunch of questions (you had to pay attention when you were speaking outside to answer them correctly; he fears his wife the most of all and you have to guess at his fingers, that part was a riot!).
After that, tell Sophia to keep him busy.
Take the bed sheet and the flashlight in the cabinet and turn off the lights (open the fuse box and pull).
Use the bed sheet and the flashlight.
You'll start waving it around and Trottier won't be impressed.
BONUS: When he leaves, turn off the lights and play with the flashlight again and Indy will do some hand puppets on the
wall and I almost busted a gut laughing so hard.
Go to ALGIERS.
[TEAM] ALGIERS
================
Go to the knife thrower and talk to him.
He'll ask for a volunteer.
Talk to Sophia about volunteering and she'll refuse.
Get her to go close to him and then push her.
The knife-thrower will do his act and give you a knife in gratitude.
Then go to the back alley (the shop) and take the mask that's hanging there.
Go back to MONTE CARLO.
[TEAM] MONTE CARLO (2nd time)
=============================
Repeat the process (like the first seance) but this time use the mask from the shop.
Trottier will crap his pants and haul ass when he see's Nur-Abster.
You'll take the Sunstone.
Go outside and fly to ALGIERS.
[TEAM] ALGIERS (2nd time)
=========================
Go to Omar (the shopkeeper) and give him the stone.
He'll blabber a little.
Then trade your mask for anything he has.
Then try giving what he gave you to the grocer.
The grocer will tell you no (or yes if you're lucky) and give you a clue as to what he really wants.
Go back to Omar and trade again until the grocer gives you a squab.
Give the squab to the beggar and he'll give you a balloon ticket.
Go up to the roof and give the ticket to the guy.
Use the balloon.
The balloon will go up but a rope will prevent it from going up.
Cut the rope with the knife.
Now you'll be flying around the desert.
You'll have to land at the nomad camps and ask the nomads about the map Omar gave you. They'll tell you in what direction to go.
Keep asking until an X appears on the ground somewhere.
Land there and a Nazi will shoot your balloon down.
Go left towards the DIGSITE.
[TEAM] DIGSITE
================
Sophia will walk to the table next to the truck and fall into a hole.
Walk to the ladder and 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 (just like in real life).
Look around (move the mouse around) and touch everything that pops up on the command line.
Pick up the long tubular thing (hose), the sharp piece of wood (ship's rib), the blunt piece of wood (peg), the clay thing (clay jar with orachilum bead inside).
There's a portable generator in there with an ON/OFF switch and a gas cap.
Go outside to the truck.
Use the hose with the gas tank.
Use the jar with the END of the hose.
Pick up the hose.
Go back to the generator, open the metal cap and empty the jar into the pipe.
Then use the on/off switch and the lights'll go on.
Now go to the right and use the ship's rib on the mural and a hole will appear.
Put the peg in the hole and put the Sunstone on the peg.
Look at it and align it according to the dialogue under "at many outposts".
A door will open and Sophia will come out and give you a distributor cap and a amber fish (orachilum detector).
Turn off the generator and take the spark plug that's in it.
Go to the truck and use the spark plug and the distributor cap in the engine.
Use the truck and go to CRETE.
[TEAM] CRETE
==============
You'll be at a dock. Go left.
There will be a bunch of rooms and stones. Look around the rooms for a mural.
It'll give you hints on where to look for a bull's tail statue and a bull's head statue.
Cross the bridge that's there and take the surveyor's instrument (transit).
Look at all the stones and push the ones that are loose. The statue will be under them.
Use the transit on the statue and look through it.
Line up the crosshair with one of the bull's horns until you see a line drawn on the screen. Do this for
both statues and the lines will triangulate and an X will be left on the ground.
Use the ship's rib on the X and you'll get the MoonStone.
Go back to near the dock.
Use the two stones on the pedestal and align them according to the dialogue under "at the Greater colony".
A door on the right will open. Go in.
You'll see a shelf with tree busts. Take two of the them and go through the door.
On the other side, use the whip with the statue head in the doorway. It'll come to you and the gate will close.
Walk around. You'll get to a room with a minotaur statue.
Whip the head and it'll roll down onto the floor.
Walk to where the head is and the floor will go down.
Mr. Sternhart will be there nice and rotten.
Pick up the WorldStone and the staff.
Go to the waterfall and use the chain that's behind it.
When you get to the place with the other shelf, put the busts on the shelf so the gate opens.
Go through the door and go up to the room with the gold box and the counterweight.
Use the staff on the chock holding up the counterweight.
Now leave and find the room with the big face (directly underneath the room with the counterweight).
Use the staff in the face's mouth and the elevator will go up as the counterweight comes down.
Take the gold box and the beads under it.
Go back down the elevator and go to the back room.
Convince Sophia and hoist her up to the hole.
She'll open the gate.
Go through it.
Now you'll have to use the amber fish to go on, but Sophia's necklace causes interference.
So talk to Sophia and get her to put the necklace in the gold box.
Then go to every room in that area (after the gate) and use the amber fish until it points to the wall.
Then use the ship's rib on the wall and a door will appear.
Go through.
You'll be in the map room.
Go to the spindle and use the stones according to the dialogue under "to approach Atlantis".
A door will open. Go in and Kerner will follow you in.
Give him the stones (if you resist, he'll blow a hole in you) and use the ship's rib on the right wall.
You'll be back on the surface.
There'll be a German U-boat docked.
Walk to it.
[TEAM] SUBMARINE
==================
Go to the hatch and open it.
The wimpy Captain will come out and he'll fall with a slap.
Go down and use the lever (it'll break off).
Now talk through the intercom and and tell everyone to go to the bow.
Then go down and go left.
Make yourself a sandwich with the cold cuts and the bread.
Take the mug on the shelf.
Go left and pull on the lever and the switch.
Then go to the lower level and fill up the mug with the battery acid.
Go right from there and talk to Sophia through the wall.
Tell her to keep the guard busy and leave.
Go behind the guard and take the plunger on your right.
Now walk up to the guard.
He'll turn and face you and ask you something.
Mention something about a pail or bucket and Sophia will understand that she has to use the pail next to her to bonk the
guard.
After the guard is out go to up and use the plunger where the lever broke.
Then go to the strong box under the closet and use the acid on it.
You'll get the three stones and a key.
Go use the key on the padlock on the emergency rudder control.
Now pull or push the wheel and you'll have control of the sub.
Maneuver the sub with the controls (the plunger for depth, the steering wheel for 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 and go in with your sub.
You'll get into the air lock and Sophia will get kidnapped.
JUMP TO THE "ATLANTIS (air lock)" SECTION TO CONTINUE THE WALKTHROUGH.
===========================================================================================
WITS PATH
===========================================================================================
[WITS] MONTE CARLO
==================
You'll be on a busy corner next to a hotel.
You can talk to people if you want and try to figure out from their descriptions who Trottier is.
If you don't feel like boggling your brain, he's the hawk-nosed dude with the crap-colored suit and the colorful weed on
his lapel.
Anyway, talk to him and get him to give you his business card (you can do this on your own, just make sure you know Plato's
Dialogue pretty well).
Take the taxi to the airport and go to ALGIERS.
[WITS] ALGIERS
==============
Look around a little. Go ahead and talk to the beggar.
Then go to the left and go to the back alley.
Talk to the storekeeper.
When you're done, give him the business card and ask him to setup a meeting.
He'll tell you to wait and he'll take off.
Now you use the Monkey Island trick: follow him out. You'll get a top view of the city streets. He'll be the gray dot and you'll be the black dot. It'll make your eyes go buggy, but try to follow him around.
If he disappears, go back to the market and ask him again.
Keep doing it until you see him duck into a house. That's Omar's house.
Click on it and you'll go in.
Talk to him a little.
Then go into the closet.
He'll follow you in.
Then walk to just outside the closet.
The close the CLOSET DOOR.
He'll be locked in and start cursing. Forget him.
Now look around the room and pick up the statue, the pole and the blackbird statue.
Use the pole on the hanging cloth. It's really a map.
Now go back out the door.
Go to the market place.
Leave by the left and wait outside the market on the city map.
There'll be a red dot going around the market place. This is a guy with a red fez.
When he passes in front of the market, go in after him and he'll be there.
Talk to him about his fez. Tell him about it being "garish" and "festive" and he'll give it to you.
Now go back to Omar's house and take the camel (go ahead and free Omar for points).
You'll be on the overhead desert map.
Here comes the arcade part. You have to avoid the the nomads on camels and go around to the nomad camps.
When you get to a nomad camp, ask the guy there about the map, and he'll tell you what direction to go.
If you ever get caught by the nomads, ask them "How dare you..." and then ask him to "forget it" and give him either the fez, the red statue, or the black statue.
Keep looking for a red X on the map.
Click on it when you find it.
[WITS] DIGSITE
==============
Walk to the ladder and 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 (just like in real life).
Look around (move the mouse around) and touch everything that pops up on the command line.
Pick up the long tubular thing (hose), the pointy piece of wood (ship's rib), the clay thing (clay jar with orachilum bead inside).
There's a portable generator in there with an ON/OFF switch and a gas cap.
Go outside to the truck.
Use the hose with the gas tank.
Use the jar with the END of the hose.
Pick up the hose.
Go back to the generator, open the metal cap and empty the jar into the pipe.
Then use the on/off switch and the lights'll go on.
Now go to the right and use the ship's rib on the mural for points.
Go to the left and push the painting of the round object.
A secret opening will open. Take the statue inside.
Go to the generator and use the on/off switch again.
Open the generator and take the spark plug.
Go back to the truck.
Open the hood and put the spark plug in.
Then use the bead with the statue and use the statue with the spark plug. The engine will start.
Close the hood and open the door.
Take the note on the seat and use the truck.
Go to MONTE CARLO.
[WITS] MONTE CARLO (2nd time)
================================
Talk to Mr. Trottier until the nazis come and kidnap him.
Then it's arcade time. You'll be in the overhead view of the city and you'll be in a brown car. Just follow the red car around until you smash into it.
The nazis will then take off and Trottier will be kissing the pavement.
Talk to him and he'll give you the corner where he dropped the Sunstone.
Now you have to walk around and look and the street signs until you are at the corner that he mentioned.
When you are, open the drain and you'll get the Sunstone.
Go back to the hotel, take the cab.
Go to THERA.
[WITS] THERA
============
Pick up the fish net.
Go to the left and take the path.
Look around the mountain until you find the digsite. There'll be a box near the entrance.
Close the box and take the invoice that's on it.
Go inside the cave.
Go left.
Take the entrenching tool (shovel). The main entrance will cave in.
Close the door. A little compartment will open with a peg.
Use the Sunstone on the peg.
Read Plato's dialogue around the part where it says "at many outposts". That'll tell you how to align the disk. Align it and press the peg. There'll be a click.
Open the door and take the carving.
Close the door and take the sunstone back.
Go right.
Open the shovel and use it on the cave-in.
Go back to the dock.
Give the port authority the carving and the invoice.
Open the crate and take your balloon and go left and take the basket.
Go back to the cave entrance.
Use the fishnet on the basket.
Use the balloon on the basket/fishnet.
Now time to improvise. Attach the one side of the hose to the balloon and attach the other side to the vent.
Get in and you'll fly away.
Now, I haven't checked every single island but I don't think you have to. All you have to do is land on the submarine (when you spot it).
The balloon is not that easy to control.
Click on the left side on the screen to "vent hydrogen" (in other words, go down).
Click right to "drop ballast" (go up).
It takes some getting used to because you go around in circles. Anyway, when you land on the
sub, go to the next section :)
[WITS] SUBMARINE
================
Go up to the hatch and go on in.
Go left and talk to the guard near the lockers.
Go to the next room and take the bread and the clod cuts and make a sandwich.
Go right and give it to the guard. He'll leave so you can open the lockers.
Take the moonstone and the torpedo instructions inside.
The sub will change course and you'll go to KNOSSOS or something. Anyway, you won't be able to leave the
normal way so you going to have to find another way out.
Go to the right and pick up the clothesline.
Go right again and pick up the oily rag.
Now go all the way to the other end and use the torpedo instructions on the control panel to make the torpedo ready to launch.
Then use the oily rag on the frayed wires and push the lever.
Whoa! Sparks light the rag and everyone runs to the back of the ship.
Go to the head (the John) and change clothes.
Go to the bow (front) and use the instructions on the control panel and tie the clothesline to the lever.
Then open the torpedo tube and go in.
Then pull the clothesline and off you go.
[WITS] KNOSSOS
==============
Look around to the left a little. There'll be a bunch of empty rooms and a bull's tail and horns around. Nothing is useful on this side in this game path (i.e. WITS).
Go to the right and use the stones on the pedestal.
Align them according to the dialogue under "the Greater colony".
Press the spindle and a door will open.
Go into the labyrinth.
You'll see a shelf with tree busts. Take two of the them and go through the door.
On the other side, use the whip with the statue head in the doorway. It'll come to you and the gate will close.
Walk around.
You'll get to a room with a minotaur statue.
Whip the head and it'll roll down onto the floor.
Walk to where the head is and the floor will go down.
Mr. Sternhart will be there nice and rotten.
Pick up the WorldStone, the scarf (with a comb in it), and the staff.
Go to the waterfall and use the chain that's behind it.
When you get to the place with the other shelf, put the busts on the shelf so the gate opens.
Go through the door and go up to the room with the gold box and the counterweight.
Use the staff on the chock holding up the counterweight.
Now leave and find the room with the big face (directly underneath the room with the counterweight).
Use the staff in the face's mouth and the elevator will go up as the counterweight comes down.
Take the gold box and the beads under it.
Go through the door behind the box. There'll be a microtaur (one of those Beebop and Rocksteady machines) with an open hatch.
Put the statue from the digsite in the hatch and put a bead in the statue. The thing will dig a hole to the map room. Crawl through it and take a look around.
Use the stones on the spindle and align them according to the dialogue again (under "when approaching Atlantis").
The right door at the back will open up.
Go through it and get the beads in the bones.
Now go back to the waterfall room.
Close the gold box to insulate the beads.
Attach the clothesline to the comb and rub the comb with the wool scarf. Static electricity!
Use it and it'll point to a spot on the wall.
Use the ship's rib on the spot and go through the door.
You'll be in a subway tunnel with a beauty of a subway car.
Pick up the bead in front of you and use it in the subway car's mouth.
Watch the show.
===========================================================================================
END OF DIVERGING PATHS (the rest of the game is the same for all paths)
===========================================================================================
ATLANTIS (airlock)
==================
You'll be in another pitch black chamber. It's actually an airlock.
Anyway pick up a wooden thing (ladder) that's around there somewhere and use it on the steep rocky incline.
Then walk to the left of the incline (up the ladder) and feel around for a stone box and open it.
Pick up the metal rod that's inside and use a bead with it.
The room will light up.
At the right there'll be a door, a statue and a spindle again.
Use the stones on the spindle and align the stones like you did in Knossos but try different orientations (i.e. turn all three stones at the same time i.e. keeping the same positions relative to each other).
The statue will open its mouth.
Use a bead in the statue mouth and the door will open.
Take your stones and the ladder and go through the door.
SAVE your game.
Now you'll be in a top view again.
Look around the rooms while trying to avoid the guards.
Go ahead and confront one for fun. You'll have the choice to run or fight.
If you feel like some really easy arcade, fight him. If you beat him you'll get a bratwurst (blood sausage), if you get flattened, GAME OVER. So make sure you save before you fight.
Go looking around the rooms and get the bronze gear, the spoked wheel, the rib cage (from the skeleton at the subway crash site), stone fish head (statue head), and the eel sculpture.
When you get to the room with the hole and the statue holding the cup, use the ladder to cross over the hole and take the cup.
When you get to the lava room, use the cup on the pedestal, then use the fish head on the plaque and lava is going to come out and fill the cup.
When you go through the crawlspace and end up in a vent next to a statue (the room with Sophia in the cage), put a bead in the statue's mouth and watch it mangle the guard good.
When you get to the room with the big mother machine, use the spoked wheel on the peg in front of the machine and go pour the lava in your cup in the funnel.
The machine will smoke, gears will turn, lights will light, and the animal at the bottom will spit out ten beads into the dish.
Repeat the process and it'll spit out about fifteen more.
When you get to the crab room, you have to use the rib cage to capture a crab. But you have to bait it first, you can either use the wad of gum or the sausage in the cage.
Then put the cage in the pool and you'll catch something.
Find the room with the double doors.
There'll be a little fish statue that you can feed beads but the door still won't open.
Use a bead in the eel statue and throw it in the water.
Then feed the fish statue a bead and the doors will open.
Now go to the canal.
There'll be a big octopus in the water.
Toss the crab in the cage in the water. The octopus will leave (with a burp) and you can cross over to the other side. Get onto the crab thing and put a bead in its mouth.
Go around (go left) and use the stones on the spindles to open up the gates.
You'll eventually reach a section where there's another flight of stairs.
Go up and in the room and get the crescent machine part in the cupboard.
Close the cupboard door and look at it.
Copy down the pictures.
You'll reach another room with a robot, chains, and a door.
SAVE NOW! The game screws up here a lot. You turn invisible sometimes and the game is hell after that.
Use the ladder on the robot and open up its chest plate.
Now look at the chest and you have to place the robot parts in the right place.
Put the spoked wheel in the centre and put the mouth on top of it. Those two are always in the middle.
The crescent affects which arm is going to move (put the crescent on the right, the right arm moves).
The placement of the gear affects whether the arm goes up or down. So we want to attach one end of that chain to the door and the other end to the robot's right arm. But the chain isn't long enough with the arm at its
present position.
Put the crescent on the right.
Put the gear at the top left and put a bead in the mouth.
The right arm will go down.
Now attach the chain to the loop on the door and the right arm.
Go back to the chest, move the gear up and feed the mouth again.
Voila! The door rips off and a hinge pin comes off.
Pick up the hinge pin and go through the door.
(OPTIONAL: If you want some points, go back to Sophia and give her
the hinge pin. Then open the gate and tell her to brace it with the
pin. Then go back to the robot room and go through the door.)
You'll be in a hallway.
Walk around until you find a room with a lava pit and an altar.
Take the sceptre on the altar and leave.
Walk around until you see some graffiti of an up arrow.
Copy down the picture with the dots and two squares that's next to it.
Now go through the door on the right in the same room.
There'll be a big machine and some more graffiti on the floor of a spiral with a line to it. Draw this picture, too.
Now climb up the machine and put a bead in it's mouth. The "engine" will start but the thing won't move.
To make it go forward ('member the up arrow?) use the hinge pin and the sceptre in the slots like in the first picture you took down. Off you go.
Now you'll be going in circles so you have to stop it somehow ('member the spiral with the line through it?).
Move the levers in the slots like in the second picture you took down.
You'll go through the wall and machine will fall into the lava.
Now go to a little doorway on the right of the screen.
(If you did save Sophia, when you talk to her she'll be possessed by Nur-Ab-Sal and go into the lava room.
She won't leave unless you get Nur-Ab-SAL out of her. You do that by putting a bead into her necklace.
It'll get hot. Then use the gold box on the necklace and you'll toss it in the lava pit.
That's it. Now she's with you the rest of the way.)
You'll be in a big mother cavern with tons of doors.
Go through them until you get to that honeycomb on the ground over the lava.
While you're roaming through the caverns, notice that one one screen there will be a engraving in the back wall.
This engraving is of the the three stones. Copy down this engraving. (I didn't see this the first time through and had to try out every possible combination till I got it. DOH!)
You'll reach the colossus.
Go in and use the stones on the spindle and align them like in the picture in the caverns.
SAVE NOW!
Kerner pops out.
Say anything until he tries to become a GOD and ends up turning into a freak.
Now save again.
Talk to the doktor about Plato's error, then about "Godhood for a couple beads",
then tell him "no beads",
then "for your sake I hope this works",
then tell him something threatening.
He'll try to become a god.
If you saved Sophia, the Doktor goes to Valhalla.
The whole place starts crumbling and you run out to the airlock and take Kerner's sub out to look at the sunset.
THE END! (with Sophia!)
If you didn't save Sophia, she comes in possessed by Nur-Ab-Sal and gets on the stone and goes to never-never land.
The Doktor falls into the lava and croaks.
You take off to the sub all by your lonesome.
You selfish bastard.
No Indy movie ends like that, so go back and do it right!
THE END!
(c)1992 Costa aka BoRG |