Indiana Jones and the Fate of Atlantis

aka: FoA, Indiana Jones IV, Indiana Jones et le Mystère de l'Atlantide, Indiana Jones i Sud'ba Atlantidy, Indiana Jones y el destino de la Atlántida, Indy IV
Moby ID: 316
DOS Specs
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Description official descriptions

Indiana Jones is back! The great archaeologist and adventurer has to solve a grand mystery once again, aided by his trusty whip, his sharp wit, and his courage. A man who calls himself Mr. Smith is interested in a certain ancient statue. When the unsuspecting Indy hands it over to the client, he finds out that Mr. Smith is in fact a colonel in the Nazi army! Why was he so interested in that statue? A young woman who had once worked together with Indy, the pretty red-haired (and a bit troublesome) Sophia, tells him the whole thing must have a connection with the legendary lost continent Atlantis. Gathering clues from all over the world, Indy and Sophia embark on a grand journey across the globe.

Indiana Jones and the Fate of Atlantis is a puzzle-solving adventure game conceived in the spirit of Indiana Jones movies; however, it is not based on a specific movie, introducing a new, independent story. The game utilizes LucasArts' SCUMM system, with action verbs the player chooses from a menu; objects that can be interacted with are highlighted. The game contains many puzzles of various kinds (mostly inventory-based) and dialogues with multiple choices. There are also a few simple hand-to-hand fights against the Nazis, some of which can be avoided.

The middle part of the game can be played in three "modes": co-operation (Indy and Sophia), adventure (Indy alone), and action (Indy alone, with fewer puzzles and more action). In each mode, there are different locations to visit, different puzzles to solve, and different characters to meet. The CD version of the game adds voice-overs to all the conversations.


  • Индиана Джонс и Судьба Атлантиды - Russian spelling
  • אינדיאנה ג'ונס: בעקבות סודה של אטלנטיס - Hebrew spelling
  • インディ・ジョーンズ アトランティスの運命 - Japanese spelling
  • 印笫安那.瓊斯系列:亞特蘭提斯之謎 - Traditional Chinese spelling

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Credits (DOS version)

127 People (125 developers, 2 thanks) · View all



Average score: 91% (based on 47 ratings)


Average score: 4.0 out of 5 (based on 437 ratings with 17 reviews)

Indy's back in his best PC Game....

The Good
Fate of Atlantis is unique in the Graphic Adventure category. As others have said on this site, it has 3 different endings, and 3 different paths to get to those endings. Most Graphic Adventures up until that time had one ending that you strived towards.

The Graphics are classic 16-bit graphics, but they conveyed the fact that you were guiding Indy through the different locales in the game.

The Sound and Music used LucasArts' proprietary iMuse system which changed the music as you made decision, and the music change was Seamless. No stuttering of the sound card, no OBVIOUS change in music styles.

The gameplay itself was highly intuitive. The S.C.U.M.M. interface (Script Creation Utility for Maniac Mansion... no kidding that's what it means!) was used for the basis of talking to people in the game. And if you are lucky enough to own the CD-ROM version of the game, you could hear the spoken text (instead of reading it), and... get this... it was also available in 5 languages. Inventory is easy to manipulate, and the puzzles were on the hard side, but not to difficult. A few leaps in logic were needed, but not that many.

The Bad
There really isn't a lot to dislike about this one. Aside of LOOM and Secret of Monkey Island, Fate of Atlantis is probably LucasArts greatest Graphical Adventure to date.

The Bottom Line
If you can't run Indiana Jones and the Infernal Machine, your tapes of the movies are worn out, and you can't wait for INDY 4 to be relased in theaters, then Fate of Atlantis is right up your alley.

DOS · by Chris Martin (1158) · 2000

Played it with my dogs.

The Good
And they loved it. OMG this game is so good! Not like modern games which are all boring and who don't have a soul. Old games were so much better. I remember when I played when I was like 14 years old and it was so amazing and it was summer and I jumped out of my window and went to a walk in the forest with my dogs to eat some berries and everything was just so special.

So I played it again and went for a walk with my dogs like I did back then and it still was amazing.

The Bad
Are you crazy?! This is the best game ever. Like for realsies. Well, that and that this wasn't made into Indy 4. Crystal Skulls like sucked and everything.

The Bottom Line
Played it with my dogs.

Okay, now the real review.

I'm here sitting and looking at the release date of this game – 1992. Wow. 18 years old. And I'm now vaguely sensing and realizing a difference between adventure games of today and adventure games of those days.

Adventure games of those days overshadowed other genres, and this here overshadows games that had yet to come in the world. What I'm talking about is the user-friendliness of the title. It's so easy to play it, and it's so wonderful to play it with it's dynamic atmospheric soundtrack and puzzles that don't bore you.

Today adventure games are a boring, uninspired mess, using Dan Brown as a basis for their stories and characters, and who have really dated puzzles. Writing wise Fate of Atlantis isn't much better. There's hardly any story or characters. It's all just a series of puzzles, sometimes they appear as human characters, sometimes they're just honest objects. For Fate of Atlantis is really a puzzle game. This is not something to be hold as example for how adventure games were about "story" or something.

For there is no proper story. You meet a guy, he says he needs stuff, you travel to the other side of the world, get stuff, come back and then guy tells you where you can get more stuff. And it's all coated in this Indiana Jones exterior. But Indy is not really a wisecracking swashbuckling hero in here, he solely relies on the player to fill in the blanks. Well that's a bit harsh – not solely, but most of the dialogue in this game is just puzzle-talk. Examples:

1) "What should we do now?"
"We should find this thing!"

2) "Hello, I'm Indiana Jones."
"Hello doctor Jones, answer me these questions and then you can get this stuff you want to solve your next puzzle."

There's not really any decoration to these lines and characters in these game. It's very pure puzzle-talk with no extra. Very barren of juice, if you know what I mean. It's quite different from Monkey Island 2 for example, which had loads of different dialogue not at all relevant to puzzles or the game at all. But in MI2 they helped to flesh out the world and the characters.

Though, most adventure games were very puzzle-oriented in those days and can hardly be called story games. There were largely two different kinds. There were the Sierra type where the extra was given through the narrator and descriptions, which were all full of craziness and/or world-building. Lucasarts type of games it was the main character himself who made all sorts of jokes to enhance the basic puzzle-game. None of these games really told stories, though around this time adventure games were starting to do things that later culminated into games like Pandora Directive, Gabriel Knight and Grim Fandango. You know, story-telling games.

But Fate is before that. And unlike others of it's era, it doesn't really have any extra.

Fate of Atlantis is a pure puzzle-oriented adventure game. In fact it's so pure that it boasts three different paths with three different kinds of puzzles. And it's not bad. It's great and fun.

For what it is lacking in dialogue and characters, it makes up for with atmosphere visuals and music. And this game is atmospheric! You know, that bit about playing with my dogs wasn't made up at all. There's this very unique atmosphere or vibe or feeling to the game that stays with you for a while.

Now this atmosphere or vibe is not perhaps the most Indy. I mean, remember when people hoped that Fate of Atlantis would be Indy 4? But it's not. It stars Indiana Jones, but for some reason this whole supernatural Atlantis a la Helena Blavatsky, carries a whole different kind of vibe than the 30's pulp of the film series. And Hal Barwood actually researched Blavatsky for this game.

You know, this special feeling that I talked about before? I'm gonna go crazy and say that this feeling was actually the spirit of Helena Blavatsky, who found my essence and locked on to this, while I was playing the game and then followed me when I was walking in the forest with my dogs. Did I mention I was seeing dead atlantean gods in that forest?

Basically, what I'm trying to say is that I don't find the game and it's atmosphere most Indy-like. But then again, most of non-trilogy Indy-stuff is un-Indy like. And unlike some un-Indy like Indy-stuff, this one here is quite an enjoyable experience.

So time to talk about why these puzzles are not depressing. Well, they're not crazy non-logical puzzles. They're seamless. They feel natural. And they depend on which kind of game are you playing - the wits path, the fist path or the team path. The game chooses it for you on how you solve the first puzzle of the game, though you can reject that choice and choose your own.

The team path should be sort of like Indy and the snarky girl out on an adventure, having funny unresolved sexual tension. But since most of the dialogue is so puzzle-oriented and no extra, very few moments actually create that effect. Not the most exciting path for me.

The wits path is like the team path, in that it's puzzles require thinking, but it's all solo. There's no Sophia. And except for a fun Monte Carlo segment, I think this is inferior to other paths.

The fist path is sort of like an action adventure game in the form of early 90's Lucasarts adventure game and is my favorite. Mostly because you get to fight and kill people here. And most of the puzzles are sort of physical – should I fight Arnold over there or should I roll this giant boulder over him? And it's not all solo, there are times when you and Sophia are together. So it's best of both worlds.

But of course it's fun to experience all these different paths. Unfortunately the paths are only the middle part of the game. The ending chapter is still the same, and can become boring and tiresome on your third path.

But there were not many games in 1992 with this sort of seamless natural puzzles and multiple paths. Not to mention these production values. There was an other brilliant game in 1992 and that was King's Quest 6, and largely for the same reasons that Fate of Atlantis is. Most adventure games tended to have idiotic torturous puzzles and no replayability; though very recommended as retro experiences.

But Fate of Atlantis has a touch of genius to it that makes it unique and I hope I managed to describe what this touch was, while honestly describing the faults too.

So, a tl;dr version too.

  • lifeless dialogue
  • world locations just a collection of decorated puzzles
  • no interesting comments from the main characters
  • characters not really characters, but obstacles
  • multiple paths
  • seamless natural puzzles
  • marvelous atmosphere getting me possessed by Blavatsky
  • IMUSE dynamic soundtrack
  • very easy to play

It's a great piece of work. Played it with my dogs and they loved it. It's funny that a game by a veteran Hollywood screenwriter that hanged out with Spielberg in 70's, is greatly designed in gameplay but lacking in dialogue. But there it is. Unfortunately the same approach fails Hal Barwood in his recent adventure game – Mata Hari.

DOS · by The Fabulous King (1332) · 2010

Another of LucasArts' classics, perhaps one of their most overlooked?

The Good
What can I say? This game is the epitome of the classic Adventure game genre. Great story, great graphics, great sound, great puzzles there is hardly a misstep in sight here. From New York to Iceland to Crete you'll find yourself swept along by the fast passed story and skillfully integrated puzzles. It seems LucasArts here has found the perfect balance, even by their standards, between the difficulty of the puzzles and the momentum of the storyline. This is quite an achievement as any adventure player can attest to having played many other otherwise good games marred by either impossibly difficult puzzles or childishly easy ones, on an uneven mix of the two.

Oh did I mention it has 3 endings?

The Bad
There isn't much to dislike about this game so I'll have to resort to nit picking :-).

Some may find the story line a bit melodramatic at times, but hay that's to be expected from a game based on Indy. Despite what I said about the puzzles being very nicely balanced with the story line they do fall on the hard side at times, an example being the three pivotal puzzles involving the stone discs. Sophia, Indy's companion, can get on your nerves at times.

The Bottom Line
Another must play LucasArts adventure.

DOS · by Locut0s (654) · 2004

[ View all 17 player reviews ]


1001 Video Games

Indiana Jones and the Fate of Atlantis appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

CD-ROM version

There are two versions of this game: a floppy version (11 disks) and a CD-ROM version. The floppy DOS version features talked interactions for only the introduction, while the CD-ROM one is a full "talkie".

LucasArts Logo Easter Egg

On the island of Crete while exploring the caverns, there are several rooms which have LucasArts logo etched in stone, to look as if they're something that came from Atlantis.


A Fate of Atlantis comic book series with four issues was published by Dark Horse in 1991. It was based on the story created by Hal Barwood and Noah Falstein, but only loosely followed the game's storyline.


The original script for the game was written by Hal Barwood who also wrote movie scripts for The Sugarland Express (1974), Close Encounters of the Third Kind (1977) and Dragonslayer (1981). He later created the story for Star Wars: Yoda Stories (1997).

For a short period, lead artist Bill Eaken worked at Sierra On-Line, and he hated every second of it. When he did the evil ghost animation at the end of Indiana Jones and the Fate of Atlantis, where it swirls around and comes right up to the player and speaks, he made it say "F**k Sierra."


You can press Insert during fights to "sucker punch" your opponents and win immediately. Some enemies which can be circumvented by solving a puzzle are immune to this move. To this day this is being reported as a cheat, even though it is a feature of the game and clearly pointed out in the manual (page seven).

This is either a sign of how widely this game was pirated or of how few people actually read manuals.

German version

In the German CD-ROM version a small swastika in Kerner's pass was removed. It is still there in the disk version.


The story line of this game is fairly accurately based on history. Reichsführer Heinrich Himmler attempted to rewrite history in an effort to prove that the Aryan race in fact descended from the Atlanteans. To this end he instigated archaeological digs in Iceland, the Middle East and Tibet. Similar occult/Nazi material appears in Raven Software's Return to Castle Wolfenstein.

More information about this can be found in the book Himmler's Crusade: The Nazi Expedition to Find the Origins of the Aryan Race.


  • When you are trying to sell the mask to Omar-Al-Jabbar, one of the things he gives to you is a baseball ball "signed by Lou Gherigh", as he says. But if you look at the ball, it's signed by "Ron Gilbert". Ron Gilbert worked for Lucasarts and was the creator of Monkey Island.
  • Several Harrison Ford movies are referenced in FoA. For Example, Indy complains that when he was in school, the principle would always send letters home to his father that began with "Regarding Henry..." (Regarding Harry is a 1991 drama which Ford starred in)
  • When Indy plays with the flashlight in the Monte Carlo hotel, one of the shadow puppets is the comic book character Max known from comics and the later Sam & Max Hit the Road.
  • In the CD-ROM "talkie" version, when Indiana strains physically he lets out a Wookie roar.
  • Many of the street names in Monte Carlo are insider gags. Among other things there is an "Avenue des Troi Bois" and a "Boulevard des Guerres des Etoiles". "Trois Bois" is French for "three wood", which is obviously a reference to Guybrush Threepwood from Monkey Island. "Guerres des Etoiles" translates as "Star Wars".


  • Computer Gaming World
    • November 1996 (15th anniversary issue) - #93 overall among the “150 Best Games of All Time”
    • November 1996 (15th anniversary issue) – #4 Most Memorable Game Hero (Madame Sophia)
    • November 1996 (15th anniversary issue) – #14 Most Memorable Game Hero (Indiana Jones)
  • Amiga Joker
    • Issue 02/1994 – Best Game in 1993 (Readers' Vote)
    • Issue 02/1994 – Best Adventure in 1993 (Readers' Vote)
  • GameStar (Germany)
    • Issue 12/1999 - #37 in the "100 Most Important PC Games of the Nineties" ranking
  • PC Gamer
    • November 1999 - #42 Best Game of All Time
  • PC Games (Germany)
    • Issue 01/1993– Best Adventure in 1992
  • Power Play
    • Issue 02/1993 – Best Adventure Game in 1992
    • Issue 02/1993 – Best Presentation in 1992

Information also contributed by Agent 5, ClydeFrog, game nostalgia, Garcia, Istari, James1, PCGamer77, Rupert Breheny, St. Emydius, Swordmaster, Terrence Bosky and William Shawn McDonie


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Related Sites +

  • AmberfishArts - Fate of Atlantis 2 Fangame
    Founded in 1998, IndyProject set out to create a sequel to the 1992 LucasArts adventure Indiana Jones and the Fate of Atlantis. FoA2 will resume where the original game ended, and tell its story to the end. It will be a faithful recreation of the feel and atmosphere of the original.
  • Game Nostalgia
    Provides extensive background info for Indiana Jones and the Fate of Atlantis, pictures of the cast and examples of voice-overs, full credits with shots and info about the design team, demos of the game, specific details about the game, various goodies, all musical themes, shots of every location in the game, saved games, a list of reviews, including a "nostalgic" review and tech specs.
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    Get "Indiana Jones and The Fate of Atlantis", as well as many other adventure games, to run on modern systems by using ScummVM, a legal and free program.
  • The COMPLETE Indiana Jones and the Fate of Atlantis Walkthrough!
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    Talks about technical details of the game, it's history, the making of it, and more.
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Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by Olivier Masse.

Windows added by Picard. Amiga added by POMAH. Antstream added by lights out party. FM Towns added by Terok Nor. Macintosh added by Jason Savage. Linux added by me3D31337.

Additional contributors: MAT, Istari, Unicorn Lynx, Jeanne, Apogee IV, Johnny "ThunderPeel2001" Walker, Michael Zöller, CubbyKatz, DarkDante, martin jurgens, Ricky Derocher, 6⅞ of Nine, Paulus18950, Patrick Bregger, mailmanppa, Ingsoc, FatherJack.

Game added October 20, 1999. Last modified February 23, 2024.