Indiana Jones And The Fate Of Atlantis - Classic Solution Click on the peculiar statue where you fall through a trap-door, click on the rope and you’ll tumble through another. Click on the bookshelf to the left, in the room below click on all the cat statues. In the boiler room examine the three lockers where you find a strange statue... Getting Started New York: Pick up the newspaper and hassle the doorman. Insult him until he starts a fight, praise Madame Sophia or use the fire escape behind the crates - all methods gain access to the theatre. Chat to the man and when you can, ask him if there is something he’d rather be doing - give him the newspaper. Walk to the levers, push the first and third, press the button for a show... Iceland: Talk to the Professor, ask him about the Lost Dialogue Of Plato, note the names. Tikal: Walk to the jungle, coax the rodent to the third opening from the right, hit it with the whip, follow it to the tree then climb the tree. Examine the stall and wait for Sternhardt, say that you would really like to look inside the temple, tell him your name and again ask about the temple. He’ll ask you about The Lost Dialogue, say you don’t know the real title and listen for a parrot squawk, say ‘TITLE’ to the parrot, note the answer. Go back to the stall, ask Sternhardt about the Dialogue, give him the right answer. Inside the temple ask Sophia to distract Sternhardt, go back to the stall, pick up the lamp, walk back to the temple, open the lamp, use the kerosene on the spiral design, take the sculpture, use it with the animal head on the left and pull the lever. Once Sternhardt leaves pick up the shiny bead in the tomb and head back to the truck. Iceland: Enter the dig site and use the bead in the exposed statue, pick it up and leave. Azores: Ask Sophia to talk to Costa. Ask him everything about the Dialogue, ask him if he’ll do business with Indy. Swap control to Indy, offer Costa the eel statue. Choosing Your Path Barnet College: The Dialogue can be found in one of three places - inside the wax cat, the fallen bookcase or a small chest. The wax cat: Examine the school desk, get the gum, use the gum with the coal shoot in the basement, walk up the shoot, pick up the cat statues and take the wax one back to the furnace. Fallen bookcase: Take the arrowhead from the shelf by the totem pole, get the rag from the basement and use together to make a screwdriver, use the arrowhead on the screws in the fallen bookcase. The small chest: Go to Indy’s office, open the fridge, get the mayonnaise, go back to the college, go upstairs, use the rope, use the mayonnaise with the totem pole, climb the pole, open the urn and examine the ashes, take the key, go to the room below and pull the crate, use the key with the chest. Once you have the book go back to Indy’s office and choose your route - we’re taking the Team path, ‘All right, you can come along’. Searching For Atlantis Algiers: Talk to the knife thrower, persuade Sophia to volunteer when asked - get her to watch the act then push her. Take the souvenir knife, go down the back alley to Omar’s shop, pick up the large mask and walk out. When stopped, ask how much it costs then barter. Monte Carlo: Wait outside the hotel, read the Dialogue, make notes, find Trottier (he wears a flower), tell him your name but be modest, ask him about Atlantis. If you’re right, he’ll ask you what you want, tell him Sophia is in the hotel. You have two ways to get the Sunstone from Trottier - take over as Sophia and play ‘Guess’ or dress up - the latter is more entertaining. Say you have a plan, open the cabinet by the sink, pick up the torch, take the bed covers, open the fuse box, turn off the lights. Use the bed covers, the mask and then the torch for the full ghost effect. Algiers: Visit Omar, show him the Sunstone, ask about Atlantis until you gain info about the Dig site. Say you want to visit, he’ll give you two camels and a map... Back at Omar’s tell him about the trip, swap the mask for something tacky. Visit the street grocer, talk to him about US dollars, give him the tacky item. If he doesn’t take it, he’ll give you a clue, go back to Omar’s, exchange it until you get something he wants. Give the Squab-on-a-Stick to the beggar, take the balloon ticket, climb the city wall, give the man the ticket, climb in the balloon, use the knife on the rope. Locate a Nomad camp, land, show the Nomads the map, listen to the directions, look for an ‘X’ on the ground, land. Immediately Sophia falls down a hole, climb down the ladder, turn up the brightness on your monitor. Find the tubular thing and the clay object, go back to the truck, open the gas tank, use the hose with the tank, then the jar with the hose. Back in the dark find the generator, use the jar with the metal cap, close and press the small metal thing. Pick up the ship rib, use with the crumbling mural, find the peg on the table, use it with the hole in the mural, use the Sunstone with the peg, line it according to the reference on outposts in the Dialogue, push the peg to open a secret door. Sophia will emerge with a distributor cap for the truck and an amber fish. Take the Sunstone, switch off the generator, take the ceramic thing, go to the truck, open the engine, use the spark plug with the distributor cap, use the cap with the engine. Crete: Go to the ruined city, go across the bridge, pick up the surveyors instrument, examine the small boulder clusters, find the Bull’s head and tail - use the surveyors instrument on both statues focusing on the tall horns in the centre of the ruins. When the lines meet, ‘X’ again marks the spot, use the ship rib, collect the Moonstone. Go back to the cliff, use the Sunstone and Moonstone on the spindle, refer to the Dialogue regarding the Greater Colony, press the spindle, enter the labyrinth, pick two busts from the shelf, walk through the door and use your whip on the third bust. Pick it up. Find the room with the Minotaur statue, whip at head, stand on the stone plate. Pick up the Worldstone, staff and the note by Sternhardt. Examine the waterfall, climb the chain behind, walk to the room on the left, put the busts on the shelf, find the lift shaft, use the staff on the chock, find the statue head below, use the staff in its mouth. Take the stone box, place the orichalchum in it and close. Find Sophia, examine the hole next to the gate, convince Sophia to climb through - say you’ll both fit through in a few days without food and water - get her to pull the pulley. Ask Sophia to put the necklace in the box, use the fish in every room, when it points use the ship rib on the wall. In the map room use all three stones on the spindle, refer to the Dialogue. When Kerner leaves use the ship rib on the crumbling wall. Submarine: Open the hatch, fight the Captain, climb down, push the lever in the tower. Using the intercom tell the crew to go to the bow, climb down, go left, collect the mug and the cold cuts. Go left, open the trap-door, use the mug with the battery acid, continue right, talk to Sophia through the wall, say you have a plan and can she distract the guard. Go back to the main corridor, walk right, go down to Sophia and tell the guard that his future looks ‘pail’, find the plunger, open the trap-door, use the mug of acid on the safety box. Use the key found in the box on the rudder lock, go back to the conning tower, use the plunger with the broken lever, guide the submarine to the sea-bed opening. Atlantis Itself Increase your monitor brightness, pick up the wooden thing, use with debris, climb to the next platform, open the stone box, take the metal thing and use with an orichalchum, pick up the ladder. Place the three stones on the spindle and reverse the combination used in the map room, put a bead in the statue’s mouth, pick up the stones. Search all rooms using both secret gratings and doors. Find the room with the hole and statue, use the ladder on the hole, collect the cup, take ladder and exit. Find a fish-head statue, go to the lava room, use cup on plinth and fish-head in the gap, take the lava-filled cup. Find crumbled robot and take the wheel from its chest and the bronze gear found hanging on a room wall. Find the eel statue and the corpse’s rib-cage. Crawl through a passage to find the dungeon, use a bead in the sentry’s mouth. Find the machine room, use the wheel on the peg, the lava in the funnel, collect the orichalchum and the wheel. Find the crab room, use the cold cuts with the rib-cage, place the rib-cage in the pool to catch crabs! Find the sentry room, use a bead with the eel head, use a bead in the fish statue, go through the gates. Go to the dungeon, take the machine part from the robot, don’t rescue Sophia, go through to the canal, throw the rib-cage into the water, swim to the raft, use orichalchum in its mouth and steer to the right-hand gate. Use the Sunstone on the spindle, use the Moonstone on the next gate and the Worldstone on the next then reverse the pattern as you continue round the canal. Find the stairs and collect the crescent-shaped gear from the cupboard, look at the front of the cupboard door and note the diagrams. Go back to the canal and move to the archway, walk to the sentry, use the chain with the sentry arm, use the ladder with the sentry and open the chest-plate. On the workings inside place the crescent-shaped gear on the two right-hand pegs, the cog on the top-left peg, the wheel and machine part with the hole on the centre peg, place a bead in the hole. Use the other hoop on the door, go back to the machine and swap the cog to the bottom left-hand peg, use a bead in the hole. The door should be wrenched open, pick up the metal pin, go back to Sophia, give her the pin, tell her you have a plan, pick up the cage, get her to ram the pin under the door. Take the pin and exit back through the canal to the sentry door. Follow Sophia to the spirit room, she has been possessed by Nur-Ab-Sal so ask to speak to Sophia, look at her necklace and place a bead in the hole, put it in the lead-lined box. Walk up the steps, pick up the king’s sceptre, exit the room and find the drilling vehicle. Look at the markings on the wall, climb the ladder, put a bead in the machine, use the sceptre and the hinge pin in lever holes and push or pull the levers according to markings. Get the machine moving then turn it through the wall. Click on the hole in the wall to the right, enter the lava-pit maze, take the doors in this order: right, right, middle, up steps, middle, right, left, note diagram, up steps, left - you should find yourself in front of a lava pool. As you walk pads disappear, so simply return to the shore and start again if your way becomes blocked. Enter the final chamber, use the three stones on the spindle and refer to the lava room diagram. Your conversations are all important here, so use the following dialogue pattern: lines 3, 3, 2, 2, 2, 2, 2, 1, 2, 1, 2, 2, 4, 3, 2, 1. Take a rest and watch the ending. Roll on, Indiana 5.