INDIANA JONES AND THE FATE OF ATLANTIS ************************************** About Hal Barwood : It can have 9000 Hal, but there is only one Barwood (ahahah!). Hal Barwood is a ("former") USC Student, where he met George Lucas. He worked on the opticals of THX 1138 movie release and then began his career in the movie business. He is (among other things) the producer and writer of DragonSlayer (1981) and Corvette Summer (1978), the director and writer of Warning Sign (1985) and the writer of The Sugarland Express (1974). He even play in Close Encounters of the Third Kind (1977) ! He is credited in Full Throttle, The Dig and others Lucasarts Games and is the project leader of Indiana Jones and the Fate of Atlantis, the director of Rebel Assault II movie footage and the project leader of Indiana Jones : The DeskTop Adventure. He is now working on top-secret LucasArts stuff. The Walkthrough : Indy 4 -- Fate of Atlantis Walkthrough for All 3 Modes by Allen Li, Gerhard Woeginger (gwoeging@iaik.tu-graz.ac.at) and team. Team Mode: by Gerhard J. Woeginger Wits Mode: by Allen Li Fists Mode: by Terence P. Spielmanand and Allen Li (A#) -- Alternative Solution PART 1 (New York, Iceland, Tikali, Azores, College) NEW YORK Take the newspaper.(A1) find your way through the crates on the backside of the building (pushcrates) and use the fire escape.(A2) talk to doorman, "smart", "easy to understand".(A3) Fight doorman. Give the paper to the stagehand, push the right and left lever and press the button. Talk to Sophia and leave together with her for Iceland. ICELAND Talk to Heimdall; he tells you about Tikali and the Azores. TIKAL Hit the jungle rodent several times with the whip, until it runs to the snake; use the tree. Talk to Sternhart until he asks you the name of Plato's lost dialogue. Tell him that you do not know the title. Then talk to the parrot, ask him "Title?" and talk again to Sternhart. Inside the pyramide, ask Sophia to keep Sternhart occupied. Go outside, take the lamp and open it. Use the lamp to get the spiral design in the pyramide. Then use the design with the animal head, pull it and open the grave. Sternhart gets away with the disk. Take the bead and return to Iceland. ICELAND Use the bead in the eel's mouth; take the eel. AZORES Let Sophia first talk to Costa. Then trade him the eel for theknowledge of the position of the lost dialogue. COLLEGE There are three possibilities to find the collection (changesfrom game to game). (Case 1) Take the gum from the desk in the library, use it with the coal chute in the furnace room. Take the wax cat figurine and melt it in the furnace. (Case 2) Get the rag in the furnace room and the arrowhead in the room with the totempole. Use the rag with the arrowhead to produce a screwdriver and open the bookcase in the library. (Case 3) Use the jar from the refrigerator in the office with the totempole. Pull the totempole under the hole in the ceiling and climb up. Open the urn and take the key. Push the crate in the totempole-room and open the chest behind it. Talk to Sophia in the office and choose one of the three paths -- team, wits, and fists. PATH 1 -- TEAM MODE PART 2 (Algier, Monte Carlo) ALGIER Go to the shopkeeper in the back alley and take the mask. Talk to the man with the knives. Convince Sophia to volunteer for him and push her as she hesitates. You will receive a knife this way. MONTE CARLO Talk to several people and ask them about Trottier. Sooner or later you will meet him (a man in a brown suit). Talk to him in a very polite and humble way till he is willing to take part in the seance. (A1:indy) During the seance take the flashlight from the cabinet and the bedsheet. Open the fuse box and use the circuit breaker. Wear the bedsheet, the mask and the flashlight to produce a reasonable ghost. (A2:sophia) When indy talk to Trottier outside, take notes on what he said (they varied from game to game). After entering the room, transfer control to sophia. Demand proof. Answer three questions as Trottier just said. Answer a random number.(may need several save-and-restore here) This solution does not require the mask. Afterwards take the sunstone. ALGIER Talk again to the shopkeeper and show him the sunstone. He will give you a map and a couple of camels; your first visit to the desert fails. Next you have to trade several things with the shopkeeper and with the grocer; the final goal is to get the squab-on-a-stick for the mask. Give the squab to the beggar and receive a balloon ticket. Go to the roof, enter the balloon and cut the rope with the knife. PART 3 (Desert) BALLOON RIDE A kind of arcade game, since the up and down movements are coupled with movement in clockwise and counterclockwise directions. You will find out about this. You must land several times and ask nomades for the way to the X. DIG SITE Sophia disappears into the hole. Climb down the ladder into the dark room, and get everything you can get: Sharp wood thing (ship rib), long tubular thing (hose), blunt wood thing (peg), clay thing (clay jar). At the truck you use the hose with the opened gas tank and the clay jar with the hose; this fills the jar with gas. Go back to the dark room, open the metal cap and pour the gas-filled jar into the gas filler pipe. Push the little metal thing to turn on the generator. Then dig the crumbling wall with the ship rib, put the peg into the mural and put the sunstone on the peg. Look at the sunstone: the lost dialogue tells to align "darkness" with the "horns"; do this and press the peg to open a secret door. Sophia comes out and gives you a distributor cap and a fish-on-a-string. Turn off the generator, open it and take the spark plug. Put the distributor cap and the spark plug into the truck's engine. Leave for Crete. PART 4 (Crete) RUINS First find the surveyor's instrument and take it. Pick up allstones around the tall horns; you will detect two statues (bull's head andtail). In one of the entrances, there is a mural diagram with a bull'shead, horns and tail. According to this, put the surveyor's instrument onthe head statue and look through it to the left horn. Then put it on thetail statue and look at the right horn. This gives you an X. Dig at the X with the ship rib and find the moonstone. Go to the stone pedestal and usethe sun- and the moonstone with it. Align the disks according to the lostdialogue (changes from game to game), press the spindle and detect a secretdoor in the wall. CAVES Pick up two of the three stone heads. Go through the door andget the third head with your whip. Find the room with the tall Minotaurstatue. Use the whip with its head, and then stand to the left of the bighead. The elevator takes you down to the dead Sternhart. Take theworldstone and the staff. Examine the waterfall and use the chain hiddenbehind it. Then find the room with the shelf and the closed door; open the door by putting the three stone heads onto the shelf. Go through the door and do three things. First, use the staff with the chock to free thecounterweight. Secondly, use the staff in the statue's mouth to start theelevator. Thirdly, take the golden box, open it, put the two beads into itand close it again. Return to Sophia and enter the next room. Convince Sophia to let you boost her through the hole in order to open the gate. In the next room use he fish-on-a-string. It will point to Sophia's necklace. Talk to Sophiaand make her put the necklace into the golden box. Walk through all roomsand use the fish-on-a-string. Somewhere it will point to the wall; dig this wall with the rib and open the door behind. Use all three disks with the spindle according to the lost dialogue. The Germans will kidnap Sophia and steal the disks. Dig the rocks with the rib and return to the surface. PART 5 (Submarine) Open the hatch, fight against the captain and enter the submarine. Usethe intercom to order "All hands to the bow". Go to the lower deck, takethe mug of porcelain and fill it with battery acid. Talk to Sophia from the left neighboring room through the window in the wall and ask her to distract the guard. Free Sophia and open the strong box with the help of the acid. Inside the box you find the three disks and a tiny key. Get the plunger. Unlock the emergency rudder control with the tiny key, break the lever in the conning tower and repair it with the plunger. Steer the submarine into the airlock (another fine(?) arcade game). PART 6 (Atlantis) ENTRANCE Find the wooden thing (ladder) in the dark and use it at the stone rubble. Sophia is kidnapped by the Germans again. Climb the ladder,open the stone thing and take the rod. Put a bead into the rod and lightthe room. Use the disks with the spindle according to the lost dialogue,but with north and south reversed (as "entrance is yielded only to contraryminds"). The statue's mouth will open, and you feed a bead into it. Thedoor opens, you take the ladder and the three disks. Enter Atlantis.The exact position of the interesting rooms in Atlantis changes from game to game. Explore all shaded places (marked by a questionmark), open and enter all grates. You must detect the following rooms and items. ROOM WITH ROBOT PARTS 1 Take the bronze gear attached to the wall. ROOM WITH ROBOT PARTS 2 Take the bronze spoked wheel lying in the ROOM WITH EEL-FIGURINE: Get the eel-figurine from the cupboard. SUBWAY At the most southern point, in the outer cycle. Take the ribcage from the skeleton. HALLWAY Fight against one of the German stooges (and defeat him). Youwill get a bratwurst. Bait the rip cage with the bratwurst (in case youtook the sandwich from the kitchen in the submarine, you may bait the cagewith the sandwich). CRAB ROOM Use the baited rip cage in the pool to catch a crab. STATUE ROOM 1 Contains a statue that looks like a cross between a bulland a fish. Take the statue's head. STATUE ROOM 2 Contains a large statue holding a cup. Use the ladder to cross the hole in the floor. Take the stone cup. Don't forget to take the ladder before leaving. LAVA ROOM Use the stone cup with the pedestal. Use the statue's headwith the plaque. This gives you a mug full of lava. MACHINE ROOM Repair the machine by putting the bronze spoked wheel onto the peg. Fill the mug with lava into the funnel. Take the produced beads and take the bronze spoked wheel before leaving. PRISON ROOM In the room where Sophia is kept imprisoned there are twovents, one on the left side and one in the middle.The interesting vent isthe left one. From there you can put a bead into the sentry statue; it will start moving, kill the German and destroy itself. SENTRY ROOM Contains three statues and a pool. To get rid of the water you put a bead into the eel. Then put a bead into the smallest statue's mouth. The door will open PRISON ROOM Take the statue part from the destroyed statue. In orderto free Sophia, you have to enter the canal system. PART 7 (The inner cycle) CANAL Feed the crab to the octopus. Enter the canal, go to the otherside and put a bead into the crab mouth. The crab raft will start to float.Float to the left side, open the gates with the sun-, moon- or worldstone.There are only two interesting places in the canal system. One contains acupboard with a crescent shaped gear. Take the gear, close the cupboard and look at it. You see a diagram with several wheels and moving arms. The other interseting place contains the large bronze statue and the chain. Use the ladder with the statue and open the chest plate. Look at the chestplate; you have to put the bronze gear, the bronze wheel, the statue partand the crescent gear into the right places, as described by the diagram on the cupboard (the wheel and the statue part belong onto the central peg). Make that the statue moves the right arm. Then fasten the chain to thestatue arm and to the bronze loop. Make the statue to move its right armback. The chain will break the door and a hinge pin comes off. Take thehinge pin and return to Sophia. PRISON Give the hinge pin to Sophia. Open the cage. Sophia uses thepin and gets free. Open the cage a second time to get the pin. CANAL Finally, you enter the inner cycle of Atlantis through the broken door. Sophia is getting crazy and leads you to a room with a lava pit. Look at Sophia, feed a bead to her necklace and use the box with thenecklace. You get rid of Nur-Ab-Sal in the lava pit. Pick up the scepter(near the skeletons). In the hall and near the hulking machine you see twoAtlantean graffittis: One shows the lever positions to start the hulkingmachine (upward arrow), the other shows how to stop it. Use the hinge pinand the sceptre as levers in two slots. Feed a bead to the mouth. VOLCANIC AREA Cross the area by trial and error. In the background,you see a picture of three cocentric cycles: This picture encodes thepositions of noon sun (sundisk), of full moon (moondisk) and of the volcano(worlddisk). In the central room with the frog statue and the spindle,align the three disks according to this picture. Now the Germans appear again. The first German is no problem, he will kill himself. Tell the second German that you are going to kill him as soon as you are a god. Thus you get rid of him, too, and finish the game. PATH 2 -- WITS MODE PART 2 (Algier, Monte Carlo) MONTE CARLO Talk to Trottier and get his business card. ALGIER Go to the servant in the back alley and give him the business card. Talk to the man with red fez: nice fez, quite a hat, stick in the eye, festive, well, thanks. You got a fez. Give it to the servant. When he ask why, answer that the fez can make him tall. Talk to him to see Omar. Follow him to the Omar's house(may need to repeat the job several times). Enter closet. Close closet door to trap Omar. Pick up bamboo. Use bamboo stick on cloth to get map. Pick up statues. Ride camel to dig site. If got stoped by officers, use the statues to bribe them. PART 3 (Desert) DIG SITE Use clay jar and hose to get gas. Switch generator on. Use ship rib on crumped wall. Push painting of round object. Get statue. Use orichalcum in statue. Use statue as battery. Get note inside truck. Start truck. MONTE CARLO Talk to trottier and tell him he is on trouble. Nazis will take him. Try to intercept the car. Find the sign. Open drain and get sunstone. PART 4 (Island Thera) One of three places (cleft, gap, and notch) in mountain will lead to an entrance. Out side the entrance, close the crate and get invoice. Inside you will find an entrenching tool. Close the door near the tool. Use sunstone to get carved sign. Open tool to dig a way out the cave. Return to port, show invoice to get the gas bag for balloon. Use sign to exchange the large basket. Use them with fish net and hose to built a balloon. Go to mountains, use vent to inflate the balloon. Learn how to manuver the balloon and land it on the sub. PART 5 (Submarine) Use bread and cold cuts to make a sandwich. Give sandwich to guard. Open locker to get moonstone and torpedo instructions. Pick up rag and clothesline. Go to torpedo room at the aft section. Use rag with wires. Use instructions with control panel. Push lever to cause fire. Go to the torpedo room at the front section. Use instructions with control panel. Use clothesline with lever. Enter torpedo tube. Pull line. CRETE Use sunstone and moonstone to open the door. Search rooms and find a wool scarf and a comb. Use them as a orichalcum detector. Find worldstone and some orichalcum beads. See hints from team mode if needed. Find microtaur. Use statue in machine. Feed a bead to the statue. You will get to the map room. Use three stones to open the door. Use the home-made detector to find another beads and a secret door at the next two rooms. Entering the secret door, you will find a bead and a subway car. Feed the car with the bead. O.K. Now you are at Atlantis. All three modes converges here. PATH 3 -- FISTS MODE PART 2 (Algier, Monte Carlo) MONTE CARLO Talk to Trottier and get his business card. ALGIER Go to the servant in the back alley and give him the business card. Talk to him to see Omar. Follow him to the Omar's house. Beat the Nazi. Pick up bamboo. Use bamboo stick on cloth to get map. Pick up statues. Ride camel to dig site. If got stoped by officers, use the statues to bribe them. PART 3 (Desert) DIG SITE Switch generator on. Use ship rib on crumped wall. Look at the painting on the left wall. Push the round object on the painting. Get sunstone. Use it with wood peg on wall. Turn the stone disk and press the peg will reveal a secret door. Enter the door to get outside. Talk the the Nazi. Use whip to get rid the machine gun. Beat him with you fists. Use balloon and head north to Crete. PART 4 (Crete) RUINS See team mode. CAVES See team mode. After finding prof Sternhart's body, get his staff. Then climb up the chain in the waterfall to get back up to the rest of the labyrinth. A door is blocked with a big slab. Push it SEVERAL times. After pushing the stone slab covering the door proceed to beat up all the gards, with 2 exceptions. The first one, Hans, is too strong to beat, so hide behind a stone slab and when he comes by, push it over onto him. Also, Arnold is too strong to beat. Use the ship's rib to pry the boulder in the next room over so that it will roll onto him. When that doesn't work, go find a stalactite (on ceiling in another room) and pry the boulder from outside the doorway it's wedged in, that will take care of Arnold. Then look in the pit to find Sophia, search Arnold's body, and you have everything you need to get to Atlantis. The stories converges here.