@X0F          INDIANA JONES AND THE FATE OF ATLANTIS (LUCASFILMS)@X07

INTRODUCTION

You can skip the introduction by hitting ESCAPE.

Or you can play it. Here's what you have to do:

Click  on the pecuilar statue just to the right of you. You'll fall into the
next room. Now, click on the rope to the right. Hit ESCAPE  once  to  bypass
the credits, but still play the intro.

You'll  fall  into a library. Click on the books on statues to the left. You
will fall again. Click on one of the four cat figurine. One of them is REAL.

You will fall into the basement. Click on one of the lockers. One will  have
a  statue inside. Like some things in this game, it's random. Get the horned
statue and you're done with the intro!

I thought that was a nice way for a game to begin.

THEATER

Pick up the newspaper. Go to the back entrance. To get pass Biff the  guard,
just  say  that Madame Sophia is the greatest; she's smart. And when he asks
you what he likes about her, tell him that  she  makes  things  so  easy  to
understand.

Inside,  talk  to  the  stagehand.  Keep  bugging  him. You'll have to watch
Sophia's oration about Atlantis or you can ESC it.

Ask him if he wouldn't rather be doing something - like READING.  Then  give
him the newspaper.

Play  around  with the levers until the three lights on top turn green, then
push the button.

You can talk to Sophia in her office or you can just ESC through  the  whole
thing and go straight to Iceland.

ICELAND

Go  inside  the  dig  site and talk to Dr. Bjorn Heimdall. Talk to him about
Plato's Lost Dialogue. He'll tell you to speak with Costa and Sternhart.  Go
to Tikal first.

TIKAL

Go into the jungle. You want to take the dark jungle path in the middle.  To
get pass the snake, chase the jungle rodent until he's at  the  entrance  of
the  dark  jungle  path;  then use your whip on it. The snake and the rodent
will fight and fall over the chasm. Walk on the tree to  get  on  the  other
side.  Try  to  go into the temple and Sternhart will come out and stop you.
You have to tell him the name of Plato's Lost Dialogue before  he  lets  you
in.  Just  say  you  don't know the title. And the parrot the tree will echo
"title." Ask the parrot about title and he will tell you it's Hemocrates,  a
friend  of  Socrates.  Try  to go into the temple to get Sternhart out; this
time, answer The Hemocrates.

Inside the temple, ask Sophia to keep Sternhart busy. Now go outside and get
the kerosene lamp while they're talking. Go back inside the  temple.    Open
the  kerosene  lamp  (Sternhart  will remark that you took his lamp, but who
cares). Use the lamp on the spiral designs on the left. Now pull the  spiral
design  to  get  it. Use the design on the animal head on the left. Pull the
elephant nose to open the tomb. Sternhart will take off with the Worldstone.
Don't worry; he'll get what's coming to him later in the game! Just pick  up
the orichalcum bead instead. Now fly back to Iceland.

ICELAND (again)

Go  into  the  old  dig site. Poor Dr. Heimdall has frozen to death. Use the
orichalcum bead on the exposed eel head. Get the eel figurine.  Now  fly  to
The Azores.

THE AZORES

Talk  to  Sophia  and  tell her to talk to Costa. Ask him about Plato's Lost
Dialogue and where it is. He'll want to trade for something,  like  Sophia's
necklace.  Refuse  and  ask  Costa  if  he'll do business with Indy instead.
Return control back to Indy. Now talk to Costa and give him  the  mysterious
eel  figurine.  He'll  tell you that Plato's Lost Dialogue is in the Sprague
Collection. Now, sometimes the game will say Pearce  Collection  instead  of
Sprague, but either case you'll fly back to Barnett College.

BARNETT COLLEGE

Go down into basement. Get the dirty rag and the piece of coal. Go up to the
library. Look at the school desk; get the wad of gum. Climb up the rope. Get
the  arrowhead  to  the  right.  Look carefully; it's damn small and easy to
miss. Push the big crate to the left. It'll reveal a dusty old box.  Now,  I
think  if  Costa  tells you it's in the Sprague Collection the dusty old box
will be the Pearce Collection, and vice versa.

In any case, climb down the rope into the library again. Use the  dirty  rag
with  the  arrowhead.  Use  the  wrapped  arrowhead  with  the  screw on the
tipped-over bookcase. Unscrew all five screws. Open the bookcase.   You  now
have Plato's Lost Dialogue. If not, then Plato's Lost Dialogue is inside the
dusty  old  box.  Go to your office (Sophia should be there, just ignore her
for now) and open the fridge and get the jar of mayonaise. Go  back  to  the
library and climb the rope. Use the jar of mayonaise on the totem pole. Pull
the  totem  pole twice until it is just under the hole in the attic. Use the
totem pole to climb to the attic. Open the urn and get  the  dusty  key.  Go
back  down  and  use the dusty key to open the dusty old box and get Plato's
Lost Dialogue.

Go back to your office and talk to Sophia and fly to Algiers.

ALGIERS

In Algiers, go all the way to the left and into  the  back  alley.  Go  into
Omar's Antique Shop. Get the mask. Omar will stop you; just ask him how much
the  mask cost and he'll give it to you free. Now talk to the knife thrower.
And he'll say that he needs a volunteer. Then talk to Sophia  and  tell  her
how  safe it is and how dexterous the knife thrower is.  When Sophia's walks
up to the knife thrower, PUSH her. And you'll get a nice  knife  in  return.
Now fly to Monte Carlo.

MONTE CARLO

Now  you  got  to find Trottier. Alain Trottier is the guy in the brown suit
and grey hair. Talk to him. Tell  him  you're  Indiana  Jones  from  Barnett
College.    If you tell him you're the greatest adventurer he'll tell you go
bug off.  In this case, go inside the hotel and talk to Sophia. She'll  tell
you  to  name  drop  Nur-Ab-Sal. Go back down and talk to Trottier again and
tell him Nur-Ab-Sal send you. He'll  ask  a  question  about  Atlantis.  The
answer  can  be found by read Plato's Lost Dialogue. Then ask him to come up
to see Madame Sophia. Don't say that Madame Sophia wants to trade wisdom, or
come up to see the greatest show. Just get him up to the hotel room.

In the room, tell Sophia to keep him busy  while  you  try  something  while
they're  talking.  Open the cabinet under the mirror and get the flashlight.
Get the bedsheet. Open the fuse box. Pull the circuit breaker.  Lights  out!
Use the bedsheet; use the flashlight; use the mask. In that order.  Trottier
will  run  out  of the room, leaving the Sunstone behind. Now go outside and
use the taxi to fly back to Algiers.

ALGIERS (again)

Go back to Omar's shop. Tell him you're interested in Atlantis and show  him
the  Sunstone  as  proof. He'll tell you that he's made a map of a dig site.
Tell him that you'll go in his place to check the site out.  Don't worry  if
you  come  back empty handed. He'll ask you if you'd like to trade your mask
for something. Say yes. Take the item Omar offers  when  he  says  something
like  red wagon, yellow scarf, etc. It's the color that's important, not the
item. And it changes from game to game. Just take the item and offer  it  to
the grocer (he's outside to the left of the knife thrower).

If  the  grocer  tells  you he won't accept gift for himself and not of this
color, go back to Omar's and trade it for another  item,  but  of  DIFFERENT
color this time. Keep trying items of different colors until the grocer says
something  like  this  is a pleasant color. Once you know the color he wants
it's just a matter of picking the right item.

Once the grocer gives you the squab-on-a-stick, give it to  the  beggar  and
he'll let you have the balloon ticket. Go up to the roof and show the ticket
to the balloon vendor.

Get in the balloon. Once you're up in the air, cut the rope with the knife.

UP IN BALLOON

It  shouldn't be too hard to figure out how to fly the balloon. Just land at
each nomad camp and ask him about the map. He'll  point  you  in  the  right
direction. Sail to the "X" when you see it; you'll get shot down. Go left to
the abandoned dig site.

ABANDONED DIG SITE

You'll  have  to get Sophia out of the hole. Go down the ladder. Turn up you
monitor's brightness and contrast (if you have them) if you're in the  dark.
Get  the  long  rubbery thing (it's a hose). Get the clay thing (it's a clay
jar) to the right of the track. Go back up to the truck. Use the  hose  with
the  gas  tank; use the jar with the hose to get the gasoline.  Go back down
the ladder. Use the gas-filled jar with the metal cap. Turn on the  portable
generator. Now, pick up a ship rib. Use the rib on the crumbling wall to the
right.  Pick  up  the  wooden  peg  on  the  table. Ues it on the mural. Use
Sunstone with peg in hole. Use the Sunstone. Look at Plato's  Lost  Dialogue
to find out how align the stone. This changes from game to game! Sophia will
come out if you align the stone correctly.  She'll give you an amber fish on
a string (orichalcum detector) and a distributor cap.

Open  up  the generator. Turn if off and get the ceramic thing, which is the
spark plug. Go back up to the truck. Stick spark plug and distributor cap in
engine, and close the hood. Get in truck and go to Crete.

CRETE

Go to your right and follow the path. Go up to the log bridge and go ALL the
way to the left. Get the surveyor's instrument. Now go down to the dig site.
Explore all the rooms until you come to a mural. Again, the location of  the
mural varies from game to game. (I really hate it when LucasFilms does this;
makes  writing  a  solve  THAT  much  harder.)   Once you found the mural go
outside and locate the tall horns; they're in the center of the  site.  Look
at  the  stone to left of the horns; you'll see a statue; use the surveyor's
instrument on it. Align the crosshair so that it points  to  the  left  tall
horn. Click on the crosshair. You should see a dotted line shoot out with an
"X" trailing it. Look at the stone to the right of the tall horns and do the
same;  the  same  thing should happen.  You'll now see an "X" on the ground.
Dig with the ship rib and get the Moonstone.

Leave the dig site and go to  the  right.  Use  Sunstone  and  Moonstone  on
spindle.   Consult Plato's Lost Dialogue for the proper alignment. Go inside
the Greater Colony of Atlantis.

GREATER COLONY OF ATLANTIS (LABYRINTHS)

Explore the area a bit. Walk around until you come  to  a  minotaur  statue.
Use your whip on the statue's head. Walk to the fallen statue's head. You'll
go  down.  Get  the  staff  and Worldstone from Sternhart (he got what he so
richly deserved). Look at the waterfall to the  right.  Use  the  chain  and
climb  up.   Get those statue's heads (it's near the entrance). Don't worry;
without Sophia you can pick up the last head and just make  it  through  the
closing  gate.    (Or leave the last head and once you are through the gate,
use your whip on the head). Put those three heads on the other  shelf/lever.
Go  inside  the gate.   Use the staff to free the counterweight. Walk around
until you see a big statue of a head. Use the staff on its mouth. Up you go;
get the gold box.  Go back to where Sophia is. Give her the orichalcum beads
and gold box.  Go north and through the door. You have to talk  Sophia  into
climbing in that small hole. She'll pull the pulley to open the gate.

Go  through  the  gate  and  walk  around  until  you  come to a room with a
crumbling wall (you won't see it say that when you  cursor  around)  with  a
pile  of  bones  on  the  left  and  a  broken  column on the right. Use you
orichalcum detector (amber fish on a string).  Use  ship  rib  on  crumbling
wall. Go to map room of Atlantis. Use all three stones on the spindle.  Once
again,  consult  Plato's  Lost Dialogue for the correct alignment.  Once the
door is open go through it. Klaus Kerner will then take  Sophia  away.  Give
him  the  stones and he'll leave you alone. Go to the right and use the ship
rib on the wall. Go out and go to the submarine.

SUBMARINE

Climb the ladder and go into the sub. Use the comm. and tell  everyone  move
to  the aft (or stern?) of the sub. Climb on down. Get the stein, bread, and
cold cut. Use bread with cold cut. Use the stein to get  the  battery  acid.
Get  the  plunger. Climb back up to the conning room. Use the plunger on the
control on the left. Use the acid on the strong box. Get stones and key.

Go to the left of Sophia. Communicate with her. She'll pretend she's talking
to Nub-Ar-Sal. Tell her to distract the guard  or  something.  Go  down  and
confront  the guard. Sophia should knock the guard out cold with the bucket.
Use the key on the emergency steering wheel. Now you  have  control  of  the
submarine.

Drive  it  so  that  it  goes to the underwater dock (air lock). Getting the
submarine align with the dock is a bit tricky, but not impossible.

INSIDE ATLANTIS

Sophia will be kidnapped. Get the ladder and use it on  the  steep  incline.
Get the ladder.

Open the stone box. Get a rod and use a orichalcum bead on it. Instant light
source! Use the three stone discs on the spindle near the statue.  Align the
stones  (by  trial and error, no clues as to the exact alignment) and give a
orichalcum bead to the mouth of the statue and the door will open.

MAZE OF ATLANTIS

You'll be presented with an overhead view. The rooms that  a  darkly  shaded
are  ones  you  should  explore.  You'll  see a "?" when you cursor over the
unexplored ones.

I can't tell you where EVERY item you need is. Just explore and you'll  find
it. I also can't tell you where every room is either.

Go  the  Statue  room. Use the ladder to cross the chasm. Get the stone cup.
Go to the subway, not the one right next to the entrace, but the one all the
way to the right. Get rib cage from skeleton.

Go to Crab room. Use either the sandwich (which you made on the sub) or  the
piece of food (which you can get from fighting a guard) with the rib cage. A
word  about  fighting  the guards, they're push over. A few punches and it's
lights out for them. Or you can simply run away from them.

Use the crab trap on the pool of water in the Crab room. Wait until  a  crab
gets trap and then get the cage.

Get  fish  head statue. Go to Lava room.  Use stone cup on the platform. Use
the fish head statue on plaque. Get the cup full of lava.

You should also come across a wheel spoke and a piece of gear. They're  both
located in separate rooms where you see a dismantled Atlantean robot.

Go  to Machine room. Use wheel spoke in the place where it's missing a wheel
spoke. Use the cup of lava on the funnel way on  top  of  the  machine.  Get
those  orichalcum  beads. Remember to get the wheel spoke again; you'll need
it later on.

Now in your exploring you should crawl into a grate that leads  to  Sophia's
holding  cell. You'll be in the air vent and you can't open the vent. Use an
orichalcum bead on the robot right next to the vent. It'll go and crush  the
guard (literally!).

Go to the Sentry room. You should have in your possession an eel figurine or
statue.  (If  you  don't  go  find  it  first.) Use a bead on the fish mouth
statue.  Use a bead with the eel figurine. Use  another  bead  on  the  fish
mouth.

Go  to Sophia's holding cell. Pick up that piece of statue. Go to the canal.
Let Sophia rot in her cell.

CANAL

Use the crab in rib cage on the octopus. Use a bead on  the  float's  mouth.
Use  the  Sun,  Moon,  or World stone on the spindle above the gates to open
them.  Explore the canal. You should see a stairway leading  up  to  another
room. Go in the room and you should see a crescent shaped gear. Get it.

Now  close  the  cupboard.  Look  at the cupboard. The diagram on it is VERY
important, so copy it down.

Go back to the canal and sail around. You should come  to  a  doorway.    Go
through the doorway and you'll be in a room with a sentry.

Use  the chain with sentry statue's right arm. Use ladder on sentry. Look at
chest plate. You should have FOUR gears and  one  bead.  Arrange  the  gears
following  the  cupboard's diagram. What you want to do is have the sentry's
right arm come FORWARD. Then you can attach the chain to the bronze loop  on
the  door.  Rearrange  the gears again so that the right arm pulls BACKWARD.
This will open the door. Get the hinge pin on the floor and go  through  the
door.

Walk  around and explore the door. Be sure to get the scepter from that room
with the lava pit.

Find the room with the hulking machine in it. Put an orichalcum bead in  the
mouth.  Use the scepter and hinge pin on those slots. Push all the slots UP.
Use the scepter or pin again on one of the empty slot. The  hulking  machine
should start up.

To  stop  it,  push  the levers down. The hulking machine will fall into the
lava.  Follow the bridge and you should be in  a  place  with  doorways  and
streams of lava. Go into each doorway until you're at the lava squares. Just
walk  across  it.  There  will be a path no matter which square you step on.
Walk down the stairs. IMPORTANT NOTE: On one of the walls, you should see  a
picture (very big!) of the three stones aligned in some manner. Copy it down
as you will need it next.

Go  into  the  building  ahead.  Use  the Sun, Moon, and World stones on the
spindle based on the alignment shown on the lava walls.

END GAME

Klaus and the mad German professor will come out. They'll  argue  about  who
should try the godhood machine first. Klaus will take the first crack at it.
Indy  will  remind him of Plato's tenfold error about putting how many beads
into the machine. Either way Klaus will  be  transformed  into  a  goat-like
creature  who  will fall into the lava. The mad doctor will then want YOU to
try it. Just convince him that if the experiment does work then you will  be
majorly pissed with him and will send him straight to hell.

After that just stand back and watch the ending.
