Indiana Jones and the Fate of Atlantis ************************************** Walkthru guide by TR (Rimsy@hotmail.com) **************************************** Okay everyone, I'm not going to write all about the game, and controls and everything, I'm just going to give you what you want, the walkthru, I'm not going to give any frilly details, so feel free to explore, and talk to people etc, but I am just going to give the basics, to progress in the game. My only advice is only to refer to this guide when you're really stuck, as there's no fun in just playing the game with instructions! **************************************** PLAYABLE INTRO SCENES: ---------------------- (Press ESC if you dont want to play these optional intro sequences) Explore if you wish, but look at the Peculiar Statue by the window you entered, you should then end up in the library. In the library, look at the bookshelf on the left wall, you should then end up in another room. In this room, look at the cat furthest left on the table, you should then end up in a Furnace Room. In the Furnace Room, open all of the lockers, the final locker you open will contain a statue, pick it up and you should end up back in your office, watching a cut-scene. After this cut scene you will properly start the game, this is where you would end up if you pressed ESC instead of playing the above scenes. NEW YORK: --------- Explore if you wish. Walk towards the phone box, pick up the Newspaper from the closed shop on the way. Make your way around to the side of the theatre and open the Stage Door. You can get by the bouncer by either being friendly to him and saying about how you share his thoughts about how great Madame Sophia is. Alternatively you can be nasty to him and end up in a fight with him, in most fights simply press your Num Pad 0 to instantly win. Alternatively, shove the crates about to clear a path to the ladder, and enter through the hatch above the ladder, in the wall. Inside, speak to the stage hand a few times about whatever you like, at least twice he will force you to watch a cutscene of Madame Sophia's lecture about Atlantis, after this, speak to him and offer him your newspaper, he should leave. Pull the left and right levers, then press the button to prompt another short cutscene. Another interactive cutscene should follow before you are presented with the World Map. Select Iceland. ICELAND: -------- Enter the Old Dig Site. Speak to Dr Heimdall about anything you wish, however the only relevent thing you need to talk about is Plato's Lost Dialogue, after this he will mention some contacts in Tikal and Azores. After this, return to your truck and on the World Map, select Tikal. TIKAL: ------ Enter the Jungle, use your whip on the creature and follow it through the routes it chooses, after whipping it further, it should lead the way to a chasm where a snake will attack it. Go to the chasm and use the tree, it should allow you to cross the chasm. After Sophia meets up with you again, either pick up the lamp on the Trinkets shop, or walk towards the temple, either of these actions will cause Sternhart to meet you. Ask Sternhart about the temple, when he asks about the true name of Plato's Lost Dialogue, simply reply that you don't know the title, the parrot will then squawk "Title!". Now speak to the parrot about "Title?" and it will reveal the answer to Sternhart's question. Speak to Sternhart again, give the correct answer, and enter the temple. In the temple, ask Sophia to keep Sternhart busy. When she does, exit the temple and go and pick up the lamp from the Trinkets shop, open it, and return to the temple. Use the opened lamp on the Spiral Pattern on the wall which looks slightly different to the others. Pick up the Elephant Trunk style statue, and insert this on the stone head on the left wall, then pull it to open a tomb. Collect the shining Ori bead. Exit the temple and walk to the path behind the Trinket Shop, and use your truck again. Return to Iceland. ICELAND (2): ------------ Enter the Old Dig Site again and use the Ori bead in the eel statue's mouth. Take the eel statue and return to your truck. Go to The Azores. THE AZORES: ----------- Ask Sophia to speak to Dr Costa. As Sophia, ask Dr Costa about a trade. Return control to Indy, and have Indy give Dr Costa the eel statue. A cut scene should follow. BARNETT COLLEGE (2): -------------------- The Lost Dialogue Of Plato will be in one of several varying locations, you must check them all, as the dialogue will usually be in the final place you check. Firstly exit the building and cross the street, enter your office and open the cold box. Take the Mayonnaise and return to the other building. Go downstairs into the Furnace Room and pick up the oily rag, and a lump of coal, return upstairs. Go upstairs to the library, look at the schooldesk and take the gum attatched to it. Use the rope and enter a storage room. Pick up the arrowhead from the shelves at the back of the room, near the totem pole. Use the mayo on the totem pole and pull it twice, so it is beneath the ceiling hole. Climb the totem pole and enter the attic space. Open the urn, look at the ashes, and take the key. On the right side of the room, pick up the candlestick and open the trunk. Go back down the hole and push the large crate to reveal an old chest. Use the key in the chest. Go back down through the hole. Use the arrow head in the oily rag, and use it like a screwdriver on the screws in the fallen bookshelf, then open it. Go back downstairs, and down to the furnace room. Use the gum on the chute and walk up to another storage room. Pick up the middle cat statue. Throw the coal at one of the books in the bookcase covering the hole (only sometimes does anything) Return to the furnace room and use the cat statue on the furnace (this is usually where you find the Lost Dialogue of Plato). Return to Indy's Office. INDY'S OFFICE AND THE PATHS: ---------------------------- You will see an interactive cut scene where Sophia will get a vision. At this point, Sophia tells that you must choose which path you wish to take. The paths are "TEAM", "WITS" or "FISTS", I recommend saving your game before deciding. Answer Sophia that you either want her to come along (TEAM), want to think it through for yourself (WITS), or you want action (FISTS). Choose as you wish, each will make the game unfold very differently, so after completing one path, if you wish you can load this save point again and choose another. If you choose WITS, continue to section A. If you choose TEAM, skip section A and go to section B. If you choose FISTS, skip sections A and B and go to section C. All of the paths will converge again in section D. ************************************************* SECTION A: THE 'WITS' PATH: --------------------------- On your World Map, select Monte Carlo. MONTE CARLO: ------------ Have a quick read of the Lost Dialogue. Speak to the man in the brown suit, this is Alain Trottier. Speak politely to him. He will ask you a question, the question varies, but the answer is in the Lost Dialogue. The most common question is Plato's mistake, which is an error of translation. You will be given a business card. Use the taxi, and go to Algiers. ALGIERS: -------- Go to the back alley and give the business card to the servant wearing white. When he leaves to speak to Omar, go back to the market and enter the "city streets". Ignore the servant for now, but watch the Red Fez Man, when he enters the market, click the market. He should be stood in the market, speak to him. I suggest a game save here. Speak to him about his fez, tell him it looks festive and that you're jealous of it and would like it, if you say the right things, he will give you his fez. Now return to Omar's shop and give the red fez to the servant, then ask him to speak to Omar again, this time when he leaves, go back to the city streets and follow him closely. At some point he will duck into a house (location varies), but after he does, "Omar's House" should be selectable on the map, click it, and enter. OMAR'S HOUSE: ------------- Walk to the mesh-fronted closet, when Omar enters the closet, make sure you are not inside, and close the door on him so he is locked in the closet. Pick up the pole in the urn near the desk, pick up the statue on the desk and the bird statue. Use the pole on the white hanging sheet, this is the map. Use the camel at the back of the house. THE DESERT: ----------- Navigate through the dessert, and avoid enemies listed as "trouble". Should you accidentally encounter them, bribe them with the statues you picked up. Go to Nomad Camps and ask them what they make of the map, they should give you directions, until one says you are very nearby and will direct you to a red 'X' which will now be shown on the map. Go there. After dismounting your camel, go left to enter the Dig Site. ABANDONED DIG SITE: ------------------- Use the ladder and enter the very dark cave. Your "Look At" will be replaced by "Touch". Pick up the clay jar (towards the centre right of the screen) Pick up the Ship's Rib (very near the bright entrance, towards the left) Pick up the rubber hose (bottom of the screen, central) Use the ladder and go back to the surface. Use the hose on the truck's gas tank, and the clay jar on the end of the hose. Use the ladder and go back to the cave. Bottom centre (slight left) of the screen you should find a "metal cap", open this and use the clay jar of fuel in it. Press the switch ("little metal thing") to turn on the lighting. Press the circular object on the mural on the left of the screen and take the unveiled statue. Open the portable generator, turn it off, and take the spark plug from inside. Return to the surface, use the sparkplug on the truck's engine. Use an ori bead in the statue and then use the statue on the spark plug. Use the truck. Return to Monte Carlo. MONTE CARLO (2): ---------------- Watch the interactive cut scene. In the car chase, try and ram the enemy car until your cars crash together. Speak to Trottier, who will tell you the name of the streets where he lost the Sunstone. Walk the streets and read the street names until they match the names that Trottier wrote down for you. When you are at the right streets, look in the drains, you should aquire the Sunstone. Return to the hotel and take the taxi to the airport. Go to Thera. THERA: ------ Walk to the path, and enter the cleft, notch or gap, it varies but one of them leads to the dig site. Enter the cave. Close the door. Use the Sunstone on the revealed spindle. Read the Lost Dialogue and click one of the right-hand paperclips, note down the positions mentioned for the stones. Use the sunstone and turn the stone so the horns line up correctly with either the rising, setting or noon sun, or darkness (depending on what the Lost Dialogue dictates) then push the spindle. Open the door and take the sign. Take the Sunstone. Pick up the Entrenching Tool. Unfold the Entrenching Tool, a cut scene should follow. Use the Entrenching Tool on the cave in. Outside, close the crate and pick up the invoice on its lid. Return to the port. Give the invoice to the port authority. Give him the stone tablet. Open the balloon crate, take the balloon. Take the large basket and the net from outside the shop. Use the basket, rubber hose, fishnet and balloon together to form a hot air balloon. Return to the dig site and use the hot air balloon on the steaming vent. MEDITERRANEAN SEA: ------------------ Click "Drop Ballast" or "Vent Hydrogen" to navigate. Find the submarine and Vent Hydrogen repeatedly until you land on the sub. NAZI SUBMARINE: --------------- Move left towards the galley. Take the bread and cold cuts, use them together to form a sandwich. Return to the guard on duty, eat your sandwich near him, then speak to him about being hungry. When he leaves, open the locker and take the moonstone and the Torpedo Instructions. Go right, to the forward of the sub, and take the clothesline. Continue right and take the red oily rag from the pipe above you. Return to the far left to go to the back of the sub, use the oily rag on the exposed wires. Use the instructions on the control panel. Pull the lever. Make your way to the front of the sub, use the instructions on the control panel. Open the torpedo tube and tie the clothes line to the lever. Enter the torpedo tube and pull the clothes wire. CRETE: ------ Walk to the right, use both your stones on the spindle, largest first. Align the stones the way the Lost Dialogue dictates, press the spindle. Enter the secret door. GREATER COLONY OF ATLANTIS: --------------------------- Take two of the stone heads. Enter the door. Use your whip on the stone head back through the door you just came through. Explore (sorry). You will find a room with a minotaur statue. Use the whip on the statue's head. Stand on the pushed down section of the floor. Read the note in Sternhart's hand. Take the scarf, comb, staff, and the WorldStone (by his feet). Look at the waterfall. Use the chain in the waterfall. Walk RIGHT (if you walk left you'll go back down the elevator). Explore until you find a room with a stone table next to a closed gate. Use all three heads on the stone table to open the gate. Enter it. Take the upper path. Use the staff on the chock block. Return and take the lower path. Use the staff in the large stone face's mouth. Take the gold box and the ori beads. Enter the next room. Use an ori on the horned statue again, and use it in the Microtaur's hatch. Enter the hole. Use all three stones on the spindle in the middle of the model and align them to the Lost Dialogue's specifications. Enter the new door. Put the ori beads in the gold box and close it. Use the clothesline with the comb, rub the scarf on the comb. Follow the direction pointed by the detector into the next room. Use the scarf again to charge the 'detector'. Take the ori bead from the bones, put it in the gold box and close it. Return to the waterfall room and use the scarf to charge the 'detector' again. Use the ship's rib on the wall to the left of the waterfall which the detector points to. Enter the new found door. Pick up the ori bead, and use it on the mouth of the subway train, board it. *GO TO SECTION D* ****************************************** SECTION B: THE 'TEAM' PATH: --------------------------- Go to Algiers. ALGIERS: -------- Talk to the Knife Thrower. Tell him he has nice knives. Talk to the beggar. Talk to the shop owner about squab. Go down the alleyway and talk to the shop owner. Take the scary mask by his shop. Go to Monte Carlo. MONTE CARLO: ------------ Talk to Alain Trottier (the man in the brown suit). Be polite to him. Mention Sophia and Nur-Ab-Sal and convince him to go to Sophia for a reading. If he doesnt go along, go into the hotel and speak to Sophia first. At the reading, tell Sophia to take care of Trottier. Answer Trottier's 3 questions (this might test your memory, maybe save your game!) Take the bedsheet. Open the cabinet and take the torch/flashlight. Open the fusebox and turn the switch off. Put on the sheet and the mask, and use the torch/flashlight on yourself. Walk over to Trottier. Take the Sunstone. Go to Monte Carlo. ALGIERS (2): ------------ Tell Sophia to assist the knife thrower. When you move nearer the knife thrower, push Sophia towards him. Go back to the shop owner and show him the sunstone. Accept a trade for the mask, at this point it doesnt matter what for. Go back to the grocer and ask for Squab, try bribing him with your trade from Omar. He will refuse, but give you a clue as to what he would like, such as "it is my anniversary tomorrow", so go back to Omar and ask to trade your item for something that would be good for the grocer's wife, you will have to go back and forth from Omar to the Grocer to narrow down what item the grocer wants. After you are successful, he will give you Squab. Give the squab to the beggar. Go upstairs and give the ticket to the Balloon Man. Cut the rope with your knife. BALLOON RIDE: ------------- Click "Drop Ballast" or "Vent Hydrogen" to navigate. Find the Nomad Camps and Vent Hydrogen repeatedly until you land on them. At Nomad Camps and ask them what they make of the map, they should give you directions, until one says you are very nearby and will direct you to a red 'X' which will now be shown on the map, land on it. ABANDONED DIG SITE: ------------------- Use the ladder and enter the very dark cave. Your "Look At" will be replaced by "Touch". Pick up the clay jar (towards the centre right of the screen) Pick up the Ship's Rib (very near the bright entrance, towards the left) Pick up the rubber hose (bottom of the screen, central) Pick up the wooden peg. Use the ladder and go back to the surface. Use the hose on the truck's gas tank, and the clay jar on the end of the hose. Use the ladder and go back to the cave. Bottom centre (slight left) of the screen you should find a "metal cap", open this and use the clay jar of fuel in it. Press the switch ("little metal thing") to turn on the lighting. Use the ship's rib on the crumbling wall. Use the peg in the hole on the mural, and the SunStone on the peg. Use the sunstone and turn the stone so the horns line up correctly with either the rising, setting or noon sun, or darkness (depending on what the Lost Dialogue dictates) then push the spindle. Open the portable generator, turn it off, and take the spark plug from inside. Return to the surface, use the sparkplug on the truck's engine. Use the spark plug and the cap on the engine. Use the truck. Go to Crete. CRETE: ------ Go left to the ruins. Cross the bridge and take the Surveyor's Transit. Cross the bridge again and explore the ruins. One of the rooms will have a mural. Look at the piles of rocks, one of them will be loose, pick it up and reveal the Bull's Head statue, then look at nearby rocks to unveil the Bull's tail. Put the transit on the bull's head and use it, align the sights with the left horn of the central "horns" sculpture, a path should be projected. Put the transit on the bull's tail and use it, align the sights with the right horn of the central "horns" sculpture, a path should be projected, forming an X. Use the ship's rib on the X. Return to the spindle near the dock and use both stones on it. Align the stones as the Lost Dialogue dictates, and press the spindle. Enter the secret door. GREATER COLONY OF ATLANTIS: --------------------------- Take two of the stone heads. Enter the door. Use your whip on the stone head back through the door you just came through. Explore (sorry). You will find a room with a minotaur statue. Use the whip on the statue's head. Stand on the pushed down section of the floor. Read the note in Sternhart's hand. Take the staff and the WorldStone (by his feet). Look at the waterfall. Use the chain in the waterfall. Walk RIGHT (if you walk left you'll go back down the elevator). Explore until you find a room with a stone table next to a closed gate. Use all three heads on the stone table to open the gate. Enter it. Take the upper path. Use the staff on the chock block. Return and take the lower path. Use the staff in the large stone face's mouth. Take the gold box and the ori beads. Return to Sophia. Enter the next chamber and convince Sophia to climb through the hole. Put the ori beads in the gold box. Convince Sophia to put her neclace in the gold box, and close the box. Use the amber fish as an orichalcum detector in the nearby waterfall chamber. Use the ship's rib on the wall to the left of the waterfall which the detector points to. Enter the new found door. Use all three stones on the spindle in the middle of the model and align them to the Lost Dialogue's specifications. Give stone discs to Kerner. Use ship's rib on crumbling wall. Go to Nazi Submarine. NAZI SUBMARINE: --------------- Use intercom and send the crew to the torpedo bay. Go left, to the kitchen. Take the bread and cold cuts, use them together to form a sandwich. Pick up the beer stein. Use the trapdoor, go beneath decks and use the beer stein on the battery acid. Walk right (below decks) and speak to Sophia through the wall, tell her to distract the guard. Go back up the trap door and walk along to where the guard is guarding Sophia, go behind him and get the plunger. Go back to the control room (where the intercom is), pull the lever which will break off, replace it with the plunger. Go to the safe room behind the room Kerner and the doctor are in, use the battery acid on the box. Take the key and stone discs. Return to the room where Sophia is, this time speak to him about the word "pail" or "bucket". Use the key to unlock the rudder. Steer the sub into the Atlantis Air Lock (Note, make sure you arent in reverse, or Indy will say "the rudder is locked!") *GO TO SECTION D* ******************************************* SECTION C: THE 'FISTS' PATH: ---------------------------- MONTE CARLO: ------------ Have a quick read of the Lost Dialogue. Speak to the man in the brown suit, this is Alain Trottier. Speak politely to him. He will ask you a question, the question varies, but the answer is in the Lost Dialogue. The most common question is Plato's mistake, which is an error of translation. You will be given a business card. Use the taxi, and go to Algiers. ALGIERS: -------- Go to the back alley. Give the business card to the shop keeper. Have him go to speak to Omar, when he does, follow him closely until he ducks into a house. This will then be listed as Omar's House, and you can enter it. Attack the Nazi officer. Use the pole in the urn (near the desk) with the hanging white sheet. Use the camel and enter the desert. THE DESERT: ----------- Navigate through the dessert, and avoid enemies listed as "trouble". Go to Nomad Camps and ask them what they make of the map, they should give you directions, until one says you are very nearby and will direct you to a red 'X' which will now be shown on the map. Go there. After dismounting your camel, go left to enter the Dig Site. THE DIG SITE: ------------- ABANDONED DIG SITE: ------------------- Use the ladder and enter the very dark cave. Your "Look At" will be replaced by "Touch". Touch around for the "little metal thing" near the bottom centre of the screen. Use the switch to activate the lighting. Pick up the clay jar Pick up the Ship's Rib Pick up the Wooden Peg On the mural on the left, push the circular object and pick up the SunStone. Use the ship's rib on the crumbling wall on the right hand side. Use the peg in the hole. Use the SunStone on the peg. Align the stone as the Lost Dialogue dictates, then press the peg. Enter the secret door. Use your whip on the Nazi's gun. Defeat the Nazi. Climb the rope ladder by the tents on the left. BALLOON RIDE: ------------- Drop Ballast and Vent Hydrogen to get the balloon to move North-Eastwards. CRETE: ------ Go left to the ruins. Cross the bridge and take the Surveyor's Transit. Cross the bridge again and explore the ruins. One of the rooms will have a mural. Look at the piles of rocks, one of them will be loose, pick it up and reveal the Bull's Head statue, then look at nearby rocks to unveil the Bull's tail. Put the transit on the bull's head and use it, align the sights with the left horn of the central "horns" sculpture, a path should be projected. Put the transit on the bull's tail and use it, align the sights with the right horn of the central "horns" sculpture, a path should be projected, forming an X. Use the ship's rib on the X, pick up the MoonStone. Return to the stone area by the dock where you landed. Use both stones on the spidle to the right, aligning them as the Lost Dialogue dictates, press spindle. Fight the Nazi. Enter the secret door. GREATER COLONY OF ATLANTIS: --------------------------- Take two of the stone heads. Enter the door. Use your whip on the stone head back through the door you just came through. Explore (sorry). You will find a room with a minotaur statue. Use the whip on the statue's head. Stand on the pushed down section of the floor. Read the note in Sternhart's hand. Take the staff (by his feet). Look at the waterfall. Use the chain in the waterfall. Walk RIGHT (if you walk left you'll go back down the elevator). Explore until you find a room with a stone table next to a closed gate. Use all three heads on the stone table to open the gate. Enter it. Take the upper path. Use the staff on the chock block. Return and take the lower path. Use the staff in the large stone face's mouth. Take the gold box and the ori beads. Find the chamber with a door blocked by a slab. Push the slab until it topples. Use your whip on the stone to swing across. Enter the doorway. Hide behind a stone slab. Push the stone slab to crush Hans. Continue down the hallway. Defeat Franz. In the chamber of doors, enter one of the two LEFT doors. Defeat Nazi Guards. Upon entering a chamber with a stalactite. push the stalactite to defeat the guard. Return to the chamber of doors and enter the right hand door. Pick up the stalactite. In the next chamber, take the left passage. Give 'Arnold' a song. Return to the previous chamber and take the right hand passage. Use the ship's rib or the stalactite on the boulder. Use the ship's rib or stalactite on the boulder (in it's new position). Watch short cutscene. Look at Arnold's corpse and pick up the Amber Fish and Ori beads. Enter the next chamber. Explore. Go back one chamber and place your Ori beads in the gold box, and close it. Use the Amber Fish (Ori Detector) Use the Amber Fish in a room with a pit in it. Talk to the pit. Use your whip in the pit. Return to the map/model room and use all three stones on the spindle, aligning them to the Lost Dilogue's specifications, then press the spindle to unlock a door. Pick up the stones and exit the chamber via the new door. Look at the stone pointer. Head to Thera. THERA: ------ Take the Mountain Path and explore the gap, cleft and notch in the mountains. Pick up the Tyre Repair Kit. Return to the port and speak to the Captain, when he asks where you want to go, consult the Lost Dialogue for the answer. Look for: Tire repair kit, punctured diving suit, air hose. On Thera, take the path into the mountains. Explore the gap, cleft, and notch in the mountains, the one you're looking for is random. In one ot them you will find a Nazi jeep and a tire repair kit. Pick the kit up. Return to the port and talk to the captain. Ask him to take you to Atlantis. He will ask you where you need to go. Consult the Lost Dialogue, taking note of Plato's "tenfold error" with regards to the distances, direction will also be South west, not North East. Open the locker on the boat, pick up the diving suit. Use the Tyre Repair Kit on the diving suit. Use the air hose on the diving suit. Use the diving suit. As Sophia, use the air compressor switch, and hoist Indy into the water. FINDING ATLANTIS: ----------------- Check each of the caves as quickly as possible, until you find the correct cave. *GO TO SECTION D* *************************** SECTION D: ATLANTIS ------------------- Paths A, B and C converge here. THE OUTER GATES: ---------------- As it is dark, your "Look At" will once again be "Touch". Pick up the "wood thing" and use it with the "rocky incline". Open the "stone thing" and remove the "metallic rod". Use an ori bead in the "metallic rod". Pick up the ladder. Use the stones on the spindle and align them OPPOSITE from the way the Dialogue dictates, exactly 180 degrees. Use an ori bead in the statue's mouth. Pick up the stones again. ATLANTEAN LABYRINTH: -------------------- Explore the maze and discover rooms at your own leisure. Attack a patrolling Nazi at least once and explore his body to collect a Bratwurst (German Sausage). Here are rooms of importance: ROBOT ROOMS (2): ---------------- There are two Robot Rooms, take the Small Bronze Gear from one, and the Spoked Wheel from the other. EEL ROOM: --------- Through a grate there will be a figurine of an eel, the same as the one in Iceland. Take it. SUBWAY: ------- Take the skeleton's rib cage. CRAB ROOM: ---------- Place the Bratwurst or the sandwich (depending on your path) in the rib cage, and use it in the crab pool. After catching a crab, pick up the cage again. STATUE ROOM 1: -------------- Use the ladder on the chasm, take the cup from the statue, cross the ladder, pick it up again and leave. STATUE ROOM 2: -------------- Take the fish statue's head. LAVA ROOM: ---------- Use the stone cup on the pedestal, then the fish head in the plaque. Take the filled cup. MACHINE ROOM: ------------- You can only use this room when you have a cup of lava, and the bronze wheel. Put the bronze wheel on the right peg, and pour the lava into the funnel at the top of the stairs. Collect the ori beads. This process can be repeated. DUNGEON (via grates): --------------------- The lower grate is useless, but if you appear at the grate by the statue on the left, use an ori bead in the statue's mouth. SENTRY ROOM: ------------ Use an ori bead in the eel figurine's mouth and throw it into the water. Use an ori bead in the fish statue's mouth. DUNGEON (main access): ---------------------- You should use the above "Dungeon" method before accessing the dungeon this way, otherwise you will encounter a very strong guard. Pick up the "machine part" by the machine rubble. CANAL: ------ Use the trapped crab-and-ribcage on the octopus. Get into the water. Get onto the raft and use an ori bead in it's mouth. Use the stones on the spindles to open the gates. Float ashore to the staircase The staircase leads to a room with a crescent gear, take it and close the cabinet. Look at the cabinet door and note down the design on the door. Float ashore to the archway, and go through it. Use the ladder on the Sentry Statue and open the chest plate and look inside. You need at least one ori bead before you can progress here. Refer to your notes of the diagram from the cabinet door, use them to work out where to place the gears inside the statue in order to have it lower its left arm, then use an ori bead in the hole to enter the command. Decend the ladder and attatch the nearby chain to the lowered arm, and the other chain to the loop on the door. Climb the ladder and look in the statue again, arrange the gears to have the statue lift its left arm again. Pick up the hinge pin. RESCUING SOPHIA (Optional): --------------------------- Return to the prison room and give Sophia the hinge pin. Open the cage and have Sophia place the hinge pin between the cage and the floor. After she escapes, open the cage again and take the hinge pin, then leave. MIDDLE ATLANTIS (WITHOUT SOPHIA): --------------------------------- Enter the room with the lava pit and pick up the scepter from the recess in the slab to the left, up the stairs, then exit. MIDDLE ATLANTIS (WITH SOPHIA): ------------------------------ Use an ori bead in Sophia's necklace. Use the gold box with Sophia's necklace. Pick up the scepter from the recess in the slab to the left, up the stairs, then exit. THE HULKING MACHINE: -------------------- In the corridor, observe/note the inscription on the wall. Enter the room containing a huge machine. Observe/note the inscription on the floor. Get onto the machine and use the hinge pin and scepter as levers in the slots as shown in the first inscription, then use an ori bead in the hole to start the machine. Move the levers into the second inscription's position until you crash. Move into the centre structure. INNER ATLANTIS: --------------- I cant help you here, just walk through the doors until you finally come to the lava pit covered by stone tiles. Cross the stone tiles slowly, if you hit a dead end, go back to the main floor and try again. Note the background image, as this is the position the stones need to be in soon. THE COLOSSUS: ------------- Place the stones on the spindle according to how they appeared on the wall in the maze of doors area. You will enter to lengthy dialogue here with the Nazi doctor. Refuse any answers asking you to choose a bead number. Continue to pad out conversation until you have the option of telling the doctor you hope it works for HIS sake, choose that line, then threaten him with sending him to Hell. Mention "Angry Gods". ************************************* This should bring your game to an end, there are two endings depending on whether you have Sophia with you or not. I hope my guide has helped you. If you have any questions or comments, feel free to give me an E-Mail, I try to answer as many as possible, but make sure you put your subject line as "Atlantis Walkthru" so I know you arent SPAM! :) -Adam Crolla Rimsy@hotmail.com