
 
                 INDIANA JONES AND THE FATE OF ATLANTIS solve               
 

                                   written by
                            oOo MILAMBER conDoin oOo

                                 on June 16, 1992
                            revised on June 19, 1992


INTRO
-----

You can skip the intro 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 stay in 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. The LAST
locker you open will contain a horned statue. Get the horned statue and you're
done with the intro!

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

NEW YORK CITY
-------------

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

Or you can rearrange the crates to the right.

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. (Heimdall is
the guardian of the rainbow bridge to the entrance of Asgard; a little
bit of Norse trivia.) Talk to him about Plato's Lost Dialogue. He'll
tell you to talk to Costa in The Azores and Sternhart in Tikal. Go to Tikal
first.

TIKAL
-----

Go into the jungle. You want to take the dark jungle path that will lead
you to the right of the screen to where the snake and tree is located.
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 going 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 going into the temple to get
Sternhart to come out again; 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 and fly back to Iceland.

ICELAND (again)
---------------

Go into the 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 so and so Collection. Fly back to Barnett College.

BARNETT COLLEGE
---------------

Remember which collection Costa tells you Plato's Lost Dialogue is in.
Go to your office and open ice box. Get the jar. Go back into the college.
Go down into the cellar where the furnance is. Get the dirty rag and piece
of coal. Go up into the library. Climb up the rope. Get the arrowhead
that's on the right; it's small and easy to miss.

Push the large crate on the left. It will reveal a dusty old box. Look
at the box to see if this is the collection you're looking for. If so
then you need a key. Use the oil inside the jar on the totem pole. Push
the pole so that it's right under the gaping hole. Use totem pole to climb
up. Open the urn to your right. Get key and use key on dusty old box below.

If the dusty old box isn't the right collection then use the arrowhead with
the dirty rag. Climb down the rope into the library again. 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 either one of those contains the right collection, then look at the
school desk in the libary. Get the gum. Go down into the basement where
the furnance is. Use the gum so you can walk up the coal mine slide. Look
at the cats. One of them should be a wax figure. Get that one. Go back
down to the furnance. Use the wax cat figure on the furnance. Plato's
Lost Dialogue is inside.

Make sure that Sophia comes with you! This is IMPORTANT because if
Sophia doesn't tag along then this solve will NOT work! There's more one
solution to this game, but this solve depends on the fact that Sophia
comes with you.

Now fly to Algiers first.

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. Talk to
Sophia and tell her how safe it is and how dexterous the knife thrower is.
When Sophia is right next to the knife thrower, PUSH her. Now fly to Monte
Carlo.

MONTE CARLO
-----------

Now you have 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 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 reading 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 give 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 the 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 the generator. Turn if off and get the ceramic thing, which is
the spark plug. Go back up to the truck. Use spark plug and distributor
cap on 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 LucasArts 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 those stones around the dig site. You should see a statue in which
you can put the transit (surveyor's instrument). Now align the crosshair
so that it points to the tall horn as in the mural. If you do it right you
should see a dotted line shoot out with an "X" trailing it. Now search
for the stone that has the other statue and repeat.

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.

[ NOTE: From this point on, everything's from my memory. I'm currently using
  OS/2 and switching between the game and Qedit to write this solve. I over-
  wrote some of the saved games and I really don't want to replay the whole
  thing. So I may accidently leave some steps out, or my description of
  things may be a little vague. ]

GREATER COLONY OF ATLANTIS
--------------------------

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.
Put those three head 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 intercomm and tell everyone
move to the bow (right) 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 depth 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. You now have control of the
submarine.

Drive it so that it goes to the air dock. Getting the submarine align
with the dock is a bit tricky, but not impossible. To reverse the engine,
come to a FULL stop and make sure the depth lever is at the MIDDLE setting.

INSIDE ATLANTIS
---------------

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

Open the stone box. Get a metal rod and use an orichalcum bead on it. Instant
light source! My memory's a little fuzzy here. But I think you need to use
the three stones discs on the statue. Align the stones and give an orichalcum
bead to the statue and the door will open.

MAZE OF ATLANTIS
----------------

You'll be presented with an overhead view. The rooms that are 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
them; I also can't tell you where every room is either.

Go to 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 the 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-overs. 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 lever (?).
Use 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 but 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.
Don't worry about Sophia; just let her rot in her cell. Her fate will be
no better than Sternhart (foreshadow, foreshadow).

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. Climb
the stairs and 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 to the
north. Go through the doorway and you'll be in a room with a sentry statue.

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 other end of the chain to the
bronze loop on the door. Rearrange the gears again so that the right arm
pulls BACKWARD. This will pull open the door. Get the hinge pin on the floor
and go through the door.

Walk around and explore the hallway. Be sure to get the scepter from the
room with the lava pit; it's to the left up those stairs, next to the
four Atlantean skeletons.

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. Pay attention to the wall behind you. You should see a large craving
of three concentric circles. Remember how it looks like; you will need
this diagram later on. This diagram changes from game to game. Go into each
doorway until you're at the lava squares. Walk across to the other side and
down the stairs.

Go into the building ahead. Use the Sun, Moon, and World stones on the spindle.
Align the stones as it appears in the diagram.

END GAME
--------

Klaus and Professor Ubermann will come out. They'll argue about who
should try the godhood machine first. Klaus will take 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. Professor Ubermann will then want YOU
to try it. Just convince him that if the experiment does work then you
will be majorly pissed and will send him straight to hell.

After that just sit back and watch the ending.

It's actually quite cool, with all the destruction and stuff.

                          

Thanks to ARCHON for his help near the end of the game. And for
DIGITAL SLAYER for his help on the grocer in Algiers and the
surveyor's instrument in Crete.

Sorry about the first solve. LucasArt apparently made it so that
many things (like the transit at Crete, the alignment of stones, etc.)
changes from game to game; I didn't catch that until I replayed the
game again.

