-----------------------------FATEHELP 2.0-------------------------------
The Complete Guide to Indiana Jones and the Fate of Atlantis

By The Overseer
overseer@pacificwest.com


CONTENTS

1 - INTRODUCTIONS
1-1 ABOUT THIS GUIDE
1-2 ABOUT THE GAME

2 - THE GUIDE
2-1 GENERAL STUFF
2-2 THE LABYRINTH
2-3 THE REAL ADVENTURE BEGINS
2-4 NEW YORK
2-5 ICELAND
2-6 TIKAL
2-7 ICELAND 2
2-8 THE AZORES
2-9 BARNETT COLLEGE
2-10 THE PATHS

3 - THE WITS PATH
3-1 MONTE CARLO
3-2 ALGIERS
3-3 THE DESERT
3-4 THE DIG SITE
3-5 MONTE CARLO 2
3-6 THERA
3-7 MEDITERRANEAN SEA
3-8 NAZI SUB
3-9 CRETE
3-10 GREATER COLONY OF ATLANTIS

4 - THE TEAM PATH
4-1 ALGIERS
4-2 MONTE CARLO
4-3 ALGIERS 2
4-4 BALLOON RIDE
4-5 THE DIG SITE
4-6 CRETE
4-7 GREATER COLONY OF ATLANTIS
4-8 LEAVING CRETE
4-9 NAZI SUB

5 - THE FISTS PATH
5-1 MONTE CARLO
5-2 ALGIERS
5-3 THE DESERT
5-4 THE DIG SITE
5-5 BALLOON RIDE
5-6 CRETE
5-7 GREATER COLONY OF ATLANTIS
5-8 THERA
5-9 FINDING ATLANTIS

6 - ATLANTIS
6-1 THE OUTER GATES
6-2 ATLANTEAN MAZE
6-3 CANAL
6-4 RESCUING SOPHIA
6-5 MIDDLE ATLANTIS
6-6 SOPHIA'S PROBLEMS
6-7 THE HULKING MACHINE
6-8 INNER ATLANTIS
6-9 THE COLOSSUS

7 - INFORMATION

1 INTRODUCTIONS

1-1
ABOUT THIS GUIDE:

The following is a helpful guide to the classic LucasArts adventure game 
Indiana Jones and the Fate of Atlantis. It's actually a major update of 
something I wrote years ago under a different alias, "EnforcerJC". I put 
it up on a personal website and never expected much from it.   

So why revive a long neglected strategy guide for an old game?  Well, I 
recently stumbled upon my walkthrough posted at GameFAQS.com among other 
places, (who submitted it there is beyond me). But I suppose there's 
nothing wrong with that, I wrote the thing to help people after all. 
Also, I have received reader e-mail concerning the old file even to this 
day, saying that my work was helpful but could use even more refining. 
This proved to me that there were still people out there just 
discovering this age-old gem, and that was reason to get me interested 
in that guide again. So seeing as how I have some free time, I have 
decided to redo the file and make it even better and hopefully the best 
resource out there for anyone interested in this great game. 


Here's some boring, standard history stuff.


FATEHELP 2.0, 7/15/2000 - Guide is neglected for years, major 
reconstruction due to more reader response. Attempts to add more detail 
and a smoother more narrative feel, thanks to author's improved higher 
level education since then =P.

FATEHELP 1.5, 1997 - Reader comments encourage author to clarify certain 
parts of the guide for easier reading and updated contact information. 
Later discovered on various gaming web sites.

FATEHELP 1.0, 1995 - Basic walkthrough that covered all paths. Released 
under the alias "EnforcerJC" on AOL as part of a ZIP package containing 
saved games.


1-2
ABOUT THE GAME:

Indiana Jones and The Fate of Atlantis was a classic style graphic 
adventure from LucasArts. Released back in 1992, this game gained a lot 
of awards for it's excellent storytelling and true "Indy" feel. It also 
featured some non-linear game play and alternative endings based on 
decisions you make. It's by no means a cutting edge game anymore...I 
believe the original needed only a 286/12 MHz to run. Don't let that 
fool you, some of the graphic effects are pretty advanced given its age. 
Anyway, it had me hooked for hours when I first got it, and even today 
there are people out there enjoying this thing, a reason I decided to 
update this guide.

1-3
STORYLINE:

It's 1939, the eve of World War 2. After defending good in the Last 
Crusade, Indiana Jones is back at Barnett College. But adventure is on 
the way, because Nazi agents are about to get their hands on the 
ultimate weapon, something more powerful than the atomic bomb. So Indy's 
gotta go save the world again, before the Germans gain the deadly secret 
that sank Atlantis and use it to win the coming war. 


2
THE GUIDE

Before I start of course, let me remind you to read this file at your 
own discretion. Figuring stuff out yourself is the best way to go and 
you'll feel a lot more satisfied if you do. But I know there are hard 
puzzles in this game. Sometimes I'll try to key you in on things of 
importance without necessarily giving away the solution. Then you can 
have a head start on solving the puzzles yourself. Always read only what 
you feel is necessary before going on.

Also, you will find listed before each section's walkthrough a list of 
important items. They may just get you started in the right direction as 
well.

2-1
GENERAL STUFF

Now before I cut to the main part, let me give you a couple of things to 
keep in mind while playing this. 

-Explore everything. Look at everything you can, talk to everyone you 
meet, and use what you find in every conceivable way. Sometimes the 
weirdest way is the best, and if it isn't you might get a humorous line 
of dialogue.  The game engine gives you a lot of options...take 
advantage of it to uncover every facet of this large game.

-Is there an alternative? Some puzzles in the game have different ways 
to solve them. Look around, you just may find something different if you 
play again.

-Fighting...there is a simple strategy for getting past most fights in 
the game...just punch away. Never mind that you won't always hit with 
full force, chances are your enemies can't hit you if they're being hit 
themselves. You could also with instantly by tapping "0" on the keypad 
in some cases, but it's not guaranteed. Also, try talking, you don't 
have to always take the violent way out. And remember, save before any 
risky encounter. Now, for the actual walkthrough!

-Once you gain Plato's Lost Dialogue, read it! The book has a decent bit 
of background information, clues on using certain items, not to mention 
the correct alignments for the stone disks used here. You can try to 
align them randomly, but that's only asking for a lot of trial-and-
error...and this game can be frustrating enough without that extra 
stuff.

-Also, a * by a locale denotes multiple solutions to certain problems in 
that area. Read carefully!

-One more thing: At some points in the guide where I describe certain 
steps like "place item here" or "throw thing x into thing y", it usually 
means USE the item, I just don't like reusing the word "use" all the 
time. And in most other cases when I may use a synonym...you're probably 
smart enough to figure what I mean. Indy 4's a game for thinkers after 
all.

2-2
THE LABYRINTH

You begin your quest in a deep, dark corner of some forgotten 
temple...OK, so it's actually just an attic. Look around if you wish, 
and then click on the PECULIAR STATUE. You'll fall into a lower room. 
Now you'll want to crawl down the gaping hole nearby, but Indy says it's 
too dangerous. Instead, pull the rope and you'll find yourself in the 
university library. The main exit is blocked, so do what you usually do 
anyway, explore. Check the bookshelves...you'll find yourself out of 
this place soon enough. 

Now you're in the basement. Do those cat statuettes look important? 
After that you'll fall down a coal chute. Ignore the furnace and look at 
the lockers. You'll quickly find what you need and finish the section. 
Now that was pretty straightforward, eh?


2-3
THE REAL ADVENTURE BEGINS

You're back in your office where colleague Marcus Brody and a man named 
Mr. Smith are waiting. The object you found in the lockers is a small 
statue. Smith inserts a key into a hole in the piece and removes a 
coppery bead. "Jewelry, perhaps?" says Marcus.  Suddenly Smith draws a 
gun and steals the statue. Watch the cool fight sequence and follow-up, 
where you discover that "Smith" is a Nazi spy (big surprise) and his 
name is really Klaus Kerner. You'll also see an issue of National 
Archaeology which introduces a young woman named Sophia Hapgood, a 
"spoiled rich kid from Brooklyn".   She just happens to be a "psychic" 
now. Whoopee. Anyway, you're off to New York City to find Sophia.

2-4
NEW YORK *

LOOK FOR: Newspaper, backside crates, stage levers

Sophia's speaking at a major theater, but "The show's sold out, sir" is 
the only thing the clerk at the ticket booth will tell you. Pick up the 
nearby newspaper, and head around to the back door of the building. Note 
that there are a number of ways to get in, what you choose is up to you.

-You can open the door and run into Biff the Doorman. He's not much for 
chatting and wants to force you out. To persuade him to let you in, 
start complimenting Sophia. Experiment with the dialogue choices a bit, 
and you'll find that saying she's the greatest and that she makes things 
easy to understand. Biff will let you in after that.

-Or, you can go ahead and start being rude to this guy. Pretty soon 
he'll want to fight you. He's easy to beat, but if you lose you can try 
again. You won't get this luxury much elsewhere.

-There is yet another way in. Check the crates, and push and pull them a 
bit. Eventually you'll clear a path to the fire escape. This allows you 
to bypass Biff entirely.

Now that you're inside, you'll see Sophia onstage. A stagehand is also 
there, viewing the speech. In general, keep bugging the guy. You can 
also watch Sophia's presentation on Atlantis or skip it. It's alright 
the first time through with rants about "Nur-Ab-Sal" the Atlantean god 
and such. You want to reach Sophia, but the stagehand won't let you. 
You'll have to dive into your inventory to get you through this one...is 
it really that hard to figure out what to use? Didn't think so. In any 
case, give him the newspaper and he'll leave you alone behind the stage. 
You still can't walk up to Sophia, but notice the levers for the props 
nearby. Play around with them until they become green (duh),  press the 
button....and you can sit back from there.

After the whole deal onstage ends, you'll be in Sophia's room, only to 
find it ransacked. It had to be Kerner. Watch her do the neat little 
trick with her own orichalcum bead. Now head off to Iceland.

2-5
ICELAND

Look for: Dr. Heimdall

Go into the digsite and talk to Dr. Bjorn Heimdall. He's chipping away 
at some obscured object, and he's pretty rude as well. You'll be able to 
ask about a number of things, including Plato's Lost Dialogue, an old 
Greek book. Once he refers you to Costas or Sternhart, you will have the 
option of going to either the Azores or Tikal. Choose Tikal.

2-6
TIKAL

Look for: Sternhart, jungle rodent, parrot, kerosene lamp, spiral 
symbol, animal head, orichalcum bead.

Make your way through the jungles. You'll find the correct path, but 
there's a chasm.  There is also a tree in plain view that could help you 
cross it, but a giant anaconda happens to be on it. Anyone who's watched 
the movies will know the problem with that. You could try an whip the 
snake, but it's no good. Go back into the jungle and notice the jungle 
rodent. When you whip it, it will move into one of the pathways. Can you 
see where this is heading? When you manage to get it into the correct 
path, the snake will grab the rodent and you'll be rid of them both. 
Climb the tree and cross over.

Sophia will join you. Now try to approach the temple. Sternhart will 
appear and he won't allow you to enter the temple unless you can 
correctly name the title of Plato's Lost Dialogue. Naturally you'll have 
no idea, and keep in mind none of your dialogue choices are correct. But 
the parrot in the background...when you say something about the title, 
he might just repeat the word "TITLE!" back. Talk to the bird instead 
and when you can say "Title" to it, make note of his response and tell 
it to Sternhart. You're in.

Inside the temple, the tactic of examining everything you can becomes 
important. You can't do much with Sternhart looking over your shoulder, 
so talk to Sophia and have her keep Sternhart occupied. Now you have 
complete freedom.  Check out the spiral wall designs...now check them 
again. All of them! If you've noticed that one of them is different, try 
to take it. There is tarnish on it that prevents you from grabbing it.  
Go back outside and look around. Try the items stand and grab the only 
item of importance...a kerosene lamp. Once inside, open it. Sternhart 
will make a remark about you stealing it but who cares? Use the lamp on 
the different design and the kerosene will remove the tarnish, allowing 
you to take the wall decoration.

-Now what will you do with the spiral?  Check around some more. 

-Now what does the spiral shape resemble?  Perhaps an elephant's trunk? 

-Examine the animal head mounted on the wall. Indy will say it "needs a 
nose". 

-Well what would the think look like with a trunk? An elephant.

-So what are you waiting for? Use the things together!

So form an elephant head and pull on the nose  to open a hidden tomb. 
There's an odd stone inside that Sternhart will snatch and escape with, 
mumbling something about a "worldstone". But don't leave just yet...he 
forgot another small orichalcum bead there. Take it and return to 
Iceland.

2-7
ICELAND 2

Look for: eel head

Looks like Dr. Heimdall has been frozen solid! Too bad. But he has 
partially uncovered the ice obscured object from before, it's an eel 
head with an open mouth.  You can't pull it out, but there IS something 
in your inventory that will fit into that statuette's mouth. Any guesses 
as to what that little thing is?

Once you've used those things together, the eel will burn itself out of 
the ice in a great steam cloud. Take it and go to the Azores.

2-8
THE AZORES

Look for: Costas

This area looks big as you touch down, but there is really only one area 
to explore, and there's not much there to look at either. But in any 
case this is a critical area of the game. You're here to speak to a 
certain "Costas", and this is his home.

For best results here, tell Sophia to talk to the man. You could try as 
Indy, but you're probably not going to get anywhere. Costas will come 
out and ask for your Sophia's necklace, she'll automatically refuse. Ask 
him if you'll do business though. Now return control to Indy and try 
trading the Eel figurine for Costas' information. Costas will tell you 
that Plato's Lost Dialogue (which is what you're looking for here by the 
way) can be found in a certain collection (Pearce, Gray, Ashkenazy, etc. 
It changes from game to game and doesn't matter much anyway). Indy 
thinks Barnett College owns that collection!

2-9
BARNETT COLLEGE *

Look for: Mayonnaise, arrowhead, urn key, totem pole, coal, oily rag, 
gum, bookcase, wax cat, locked chest, attic chest.

First, go into your office before attempting to search the college. Look 
in the icebox and take out the jar of mayonnaise. Now return to the main 
building. Now there are a whole multitude of places where Plato's Lost 
Dialogue could be hidden, so try them all, until you find it.

Go upstairs and you'll be in the library again. Climb the rope (which 
you ought to remember well) back into the upper floors. You should 
explore the attic again, but it's too high up...got to climb up there on 
something, but what? 

-What is nearby and tall enough to boost you up? The totem pole.

-It's too heavy for you to pull. So what should you do? Lubricate it's 
base.

-Now what do you have that is greasy enough to let the thing slide? 
Mayo.

-Now lubricate the totem pole and pull it up. Now you can reach the 
attic.

While searching through spots where you think the dialogue may be, 
remember the name of the collection Costas mentioned. Now LOOK AT any of 
the objects you're interested in examining. Indy can identify which 
collection those things belong to. If it's a match the dialogue is 
probably gonna be in there, now you just have to figure out what to do 
with it. But anyway here's a list of possible locations.

In the attic, search the urn. You should find a key. Now go to the 
candelabra. Pick it up and open the chest. The dialogue MAY be there.
If not, head back down into the room with the totem pole. Move the 
crate, and you'll see a locked chest. You have a key and a lock. Hmmm...

Still no Lost Dialogue? Look around the room for an arrowhead, and pick 
it up. Go back into the library and check the desk for a wad of gum. 
Sure it's disgusting, but you may need it.

Now the Lost Dialogue is a book, so you could try looking at the 
shelves. One is fallen over on it's front, so you can only see the back. 

-The backside is held down by what? Screws!

-You don't have a screwdriver, so do you have anything sharp and hard to 
wedge in there? Sure, the arrowhead.

-The thing is sharp after all, and Indy needs hand protection. So search 
down inside the furnace room, and you'll find an oily rag and a lump of 
coal. Pick them up.

-Return to the library and use the arrowhead with the rag. Now you can 
use it on the screws and pop the back. 

If it's not there, then return to the furnace room. There's one place 
you haven't explored again yet, that's the room underneath the bookcase. 
You got down by way of the coal chute, but it's too slippery to climb 
up. What's sticky in your inventory? The gum. Use the gum with the chute 
to create a sticky spot you can climb on. Check the entire place out, 
and then the two remaining cats. One will be made of wax. Take it to the 
furnace and toss it in, it should melt to reveal the dialogue.

Those are the only places I have found the dialogue before. I doubt 
there are others but you never know.

2-10
THE PATHS

Return to your office with the dialogue and watch the sequence. Sophia 
will make a prediction about your quest, and you must make a choice on 
how you're gonna approach the rest of your adventure. Do you want to 
cooperate with Sophia, maybe increasing your odds? Or maybe go it alone, 
using your own intellect to lead you to Atlantis? How about using your 
strength to overcome the enemies? Each path has it's own unique 
challenges, which increases the replay value of this game. Which path 
you take is your choice, FATEHELP covers them all. Go to section 5 for 
the team path, and section 6 for the fists path. Now make your decision 
and get going, your quest is just beginning.


3 
THE WITS PATH

You have the Lost Dialogue, so do what any educated man would want to 
do...read it thoroughly. It's information is critical to finishing the 
game. You will have the option of going to Algiers or Monte Carlo. Pick 
Monte Carlo.

3-1
MONTE CARLO

Look for: Alain Trottier

You're here to find a man named Alain Trottier, who may know something 
about Atlantis. The streets are full of strangers, so you may have a 
hard time actually finding the guy. Some people will give you hints as 
to his appearance. In any case he's the old guy with gray hair and a 
brown suit. Once you find him, start talking to him. Modesty is the best 
approach to take, if you speak of yourself too greatly, he may get 
pissed and not talk to you for a while. He will then ask you a question 
about Atlantis, the actual question changes from game to game but if you 
read the Lost Dialogue you should know it. Trottier reveals little about 
Atlantis, but he does give you a business card. Then he'll leave, not 
showing up until much later in the game.

3-2
ALGIERS

Look for: red fez, Omar's house, pole, statues, hanging cloth

Make your way to the back alley to find the shop of Omar Al-Jabbar, a 
merchant with strong ties to Trottier. The worker won't do anything 
until you show him Trottier's business card. He'll leave and then 
return, saying that "Mr. Al-Jabbar is very busy and he can't see you 
right now". Tell him to check again, and he'll say exactly the same 
thing. Great.

You can try to follow him when he leaves into the streets, but there's 
no way to tell who he is in the crowd. Now sometimes a man with a bright 
red fez will appear in the marketplace. I suggest saving your game 
before approaching him. Talk to him about his fez, and say it makes him 
look festive. If you say the right stuff, he'll give you the fez. Now 
return to the shop and offer the fez to the worker. He'll want to know 
why he should take the fez, the correct one is random. But once he takes 
the fez, ask him to see Al-Jabbar once more. Now when you follow him 
he'll show up as a bright red dot, and you can track him to an obscure 
house. Be sure to stay close when doing so. Now enter the house the 
servant ducks into.

Inside the house, you'll see the servant talking to Omar. The servant 
leaves to alert the police, and you'll be left alone with the merchant. 
He's a pretty hostile guy, and as you walk around the house, he won't 
let you touch anything. Walk over to his closet, and he'll follow you 
there. Once he's inside, close the door (be outside yourself of course), 
and you'll have him trapped. You may want to pick up the 2 statues in 
the room to make things easier in the future, although they're not 
essential.

What's left? Move the cursor about the room, note that the hanging cloth 
high above is highlighted. What's so special about that cloth? Better 
find out, but first you've got to get it down.

-You need something long.

-Something you can apply force to.

-It's not your whip.

-The pole nearby is long. Use it on the cloth to bring it down, and you 
will have Al-Jabbar's map.

The map leads to somewhere important, so click on the camel outside the 
window to head off for it.

3-3
THE DESERT

Navigate the camel throughout the desert, but watch out for trouble in 
the form of legionnaires. If you get caught you're apt to wind up back 
in the city. If you picked up the statues from Jabbar's house, you can 
bribe the legionnaires into letting you by. Stop at each of the nomad 
camps. Friendly people there will give you directions to that X on the 
map. Eventually someone will tell you that you are very close to the 
site, and the X will appear on the screen for you to go to.

3-4
THE DIG SITE

Look for: hose, clay jar, orichalcum bead, fuel, generator, horned 
statuette, spark plug, ship rib.

Someone's been excavating this area recently. Go to the truck and open 
the door. Pick up the letter to Klaus Kerner. The truck is missing 
essential parts, and if you return to where you came in, you'll see that 
your camel is gone. Guess you're stuck for now.

Go down into the mining area. You can't see, so feel around. Pick up the 
clay jar and rubber hose. You'll also find an orichalcum bead. Get the 
ship rib as well. Also there's a big metal thing in the middle of the 
room...possibly a portable generator. That could give you some much 
needed light down here. But it needs fuel. 

-Now what nearby also uses fuel?

-The truck.

-But how will you get gas out of the truck?

-Ever heard of siphoning? Use the hose on the gas tank to get some out.

-Do I really need to tell you what you use with that combo to put the 
gas in?

-The clay jar.

Now return and open the cap on the metal box and use the jar of gas with 
the filler pipe to the generator. Flip the switch and watch the 
underground glow eerily. Walk up to the painting on the left and press 
the circular object they're shown throwing. A secret compartment will 
open. Take the horned statuette. You've found everything you need here 
in the dig site, but how will you get out? Examine the truck and you'll 
find out it's missing spark plugs and a battery. Now where will you find 
those?

-Something needs to return a favor.

-That thing shares several things in common with the truck.

-You gave it fuel from the truck.

-Go to the generator and obtain the spark plug from it, and install it 
into the truck.

Then, place an orichalcum bead inside the statues mouth, and it will 
start giving off electrical energy. Use it with the plugs in the engine 
and the truck will start. The letter you found contained orders to 
kidnap Alain Trottier. You've got to rescue him!

3-5
MONTE CARLO 2

Look for: Alain Trottier, sunstone.

Find Trottier again and tell him about the plot to kidnap him. He 
refuses to believe you and waves his sunstone. (If you read Plato's Lost 
Dialogue, you'll know that the sunstone is one of 3 magical disks needed 
to open the gates to Atlantis.) That's a bad move, and suddenly Nazi 
agents grab Trottier and shove him into a car. Now it's up to you to 
chase them down.

Try to outmaneuver the Nazis through the streets and ram them with your 
own vehicle. Try to observe the various paths and choose when and where 
to hit them. Eventually the car will blow. The Nazis escape, leaving 
Trottier behind. Now the businessman is willing to talk. He tells you 
about the island Thera being a lesser colony of Atlantis. He doesn't 
have the sunstone, as he threw it out the window during the car chase. 
Alain will tell you the street corner he dropped it at, so go about 
searching. Read the street signs to see where you are. Once you're at 
the right corner, search the gutter to find the sunstone. Now Thera will 
appear on the map.

3-6
THERA

Look for: balloon, basket, invoice, stone tablet, entrenching tool, 
spindle, fishing net, gas vent.

There's no way off Thera, or so it seems. Make note of the crate, which 
contains a hot air balloon. Combined with that nearby basket, you have 
potential transportation. The Port Authority will tell you that you need 
an invoice to claim the balloon. As for the basket, he will trade it for 
an artifact from a archaeological dig in the mountains. So get going!

There are 3 spots of interest in the mountain: a cleft, notch, and gap. 
Check all of them. One of them is the dig site. Go into the cave. You'll 
see a walled off section. No way through there. Close the door, and a 
small section in the wall will open. It's a spindle! Now what do you 
have that fits on one of those, hmmm?

Use the stone on the spindle and then look at it. Rotate the stone into 
the correct alignment at then push the spindle. The Lost Dialogue should 
tell you where to align the horns. Since there are only 4 options you 
could simply try them all without consulting the dialogue at all. Of 
course later puzzles will be much, much harder. Now push the spindle. 
Nothing seems to happen, but when you open the door there will be a 
stone tablet with a weird inscription. Take it, and pick up the nearby 
entrenching tool. Suddenly, a cave in occurs. You're sealed in, but how 
to remedy that should be very, very simple. After unfolding the tool 
you'll find a note from Sophia. Watch the sequence with her, Klaus, and 
Dr. Ubermann. Now use the entrenching tool to get out. Once back 
outside, close the nearby crate to find the invoice for the balloon.

Return to the port. Give the invoice to the port authority to get the 
balloon, and trade him the stone tablet for the basket. Pick up the 
fishing net too. Using the balloon with the basket directly won't work. 
Instead use the net with the basket and THEN with the balloon. How Indy 
could carry all that realistically is beyond me. You have a balloon, but 
no hot air! Return to the dig site and look around. You'll see a gas 
vent. Now how will you get the hot gases into the balloon? Take the hose 
from desert and attach it to the vent. Then use it with the balloon to 
inflate it. Now you're out of there!

3-7
MEDITERRANEAN SEA

Now you're drifting aimlessly over the seas. Move along by venting 
hydrogen or dropping ballast. Watch for the winds at the edges of the 
map. There's nothing on the islands, but find the submarine. Vent 
hydrogen until you land on it.

3-8
NAZI SUB

Look for: moonstone, cold cuts, bread, torpedo instructions, 
clothesline, oily rag.

Indy will beat up the sailor and take his uniform. Climb down into the 
sub and talk to the guard. He'll tell you that he's guarding the 
moonstone. Plato's Lost Dialogue said that a moonstone was necessary to 
open any Atlantean settlement greater than an outpost or lesser colony.
You'll need to get it. 

-Move along to the kitchen and observe the cold cuts and bread on the 
table. Go ahead and make yourself a sandwich.

-Bet that guard's pretty hungry from standing there eh?

-What would make him even more distracted?

-Knowing that you have food.

-Eat your sandwich in front of him

-Then tell him to go make his own. Now he's gone from the moonstone! 
Take it.

In the cabinet there is also a booklet titled "Torpedo Instructions". 
Take that up too. Now go to the right side of the sub and pick up the 
clothesline. You'll see Sophia, but you can't do anything about it. Now 
go to the far right where the captain is, and pick up the oily rag. 
Return to the far left. You'll see a damaged torpedo tube. Try using the 
instructions with the control panel. You'll activate it. At this point 
you should know that the sub has stopped at Crete. Now you'll have to 
get off, but there's a guard on top. Now what? Check below for hints to 
this very long process.

-There's just one other way off this sub.

-It involves firing.

-The torpedo tubes, of course! But the captain is over there.

-You've got to get him away from that area...you need a distraction.

-Remember the damaged torpedo tube? Pull the lever and you'll 
see...sparks!

-Well sparks can create fire, but you'll need something to burn.

-Grease burns.

-Do you have grease nearby?

-You've seen it before at Barnett College.

-The oily rag is the key.

-Use the rag with the damaged wires and pull the lever to start a fire. 
It will lure all the guards over to it.

-Now the working torpedo tube is unguarded. Open it up, and use the 
instructions again to activate it.

-But you'll need to close to tube after you get in. No one's gonna fire 
the thing outside for you.

-You've got to do something to let you fire while inside the tube.

-The clothesline, perhaps?

-Tie the clothesline to the lever, and then pull it to be shot off the 
sub.


3-9
CRETE

Look for: pedestal with spindle

Don't bother going to the left, there's nothing there to find. To the 
right there is a pedestal, use both of your stones on the spindle. The 
alignment required is random, so consult your lost dialogue for the 
answer. Some examples I have encountered are listed below, however.

Plato: "With the darkest night healed by the full moon"
Answer: Align the "Darkness" symbol on the sunstone with the full moon 
on the moonstone. Put them both with the tall horns.

Plato: "With pale dawn shredding the darkest night"
Answer: Match the rising sun with the tall horns, and then place the new 
moon with it.

Once you've done it correctly, a secret door will open. Enter.

3-10
GREATER COLONY OF ATLANTIS

Look for: stone heads, minotaur statue, Sternhart's note, wool scarf, 
comb, staff, worldstone, gold box, orichalcum beads, microtaur, subway.

Some colony...it looks just like a big cave. Now you'll see 3 stone 
heads on a pedestal. Now these things are essential to the game, but if 
you pick up all 3, the gate in front will close. So only take 2. Now 
head into the next room. Look closely from where you came and you'll 
still see the remaining head. Use your handy whip on it to bring it over 
to your side of the door.

Explore the place. You'll come to a room with a minotaur statue. Examine 
it, and you'll find that it's head looks wobbly. Now remember what you 
do with stone heads? (If you don't know the answer, that's pretty sad. 
Look at the previous paragraph). Once you've knocked the thing's head 
off, it will land on a certain section of the floor that sinks a bit. Go 
over to head, and the floor will sink further below. You'll find a dead 
Professor Sternhart. You can't help him, but do read his note about 
static electricity's response to orichalcum. Pick up the wool scarf, 
comb, and staff. And don't forget the worldstone he stole back in Tikal. 
You now have all 3 disks needed to reach Atlantis. 

The next room has a gate, but ignore it. Instead, return to the previous 
room and look at the waterfall. You'll see a chain. Use it. Now explore 
some more until you find a room with a shelf and stone head on it. Use 
your own heads on the shelf to open the gate. Go on, taking the top 
path. You'll see a counterweight. Use the staff from Sternhart on the 
chock. Then return and take the lower path. You'll find another statue. 
Use the staff on the statue's mouth. You'll lose the staff but you can 
go up and get the gold box. There's orichalcum there. Now head up into 
the next room. You'll see a microtaur machine, but upon opening it 
you'll find that something's missing.

-It's not a mechanical problem...the thing just doesn't have power.

-There's no electricity in the cave to get the thing going...or is 
there?

-Nope, the static electricity from the detector won't cut it.

-But you HAVE used this source before.

-Dig site, remember?

Take the statue you found at the dig site and charge it with another 
bead. Use the statue on the device hatch and it will dig a tunnel for 
you. You'll emerge inside the map room. Use all 3 stones on the spindle 
and as usual check your Lost Dialogue for alignment. Once you've got it, 
go through the door.

Now remember the deal with static electricity and orichalcum? If you use 
the clothesline with the comb and rubbed the wool scarf on it, you've 
made yourself a temporary orichacum detector. But it always points to 
you...since you are carrying orichalcum yourself. Now put your beads 
into the gold box and close it. The box blocks out the energy from your 
beads, allowing the detector to do its work. 

Use the detector and it will point to the next room, and once inside it 
will point to the bones. Search the bones to find more beads. Place the 
bead inside your blocking box and return to the previous room. Use the 
detector again. It will point to a wall that wasn't detected earlier. 
Use the ship rib to dig into the wall, and you'll open up another route. 
You'll find a strange subway. Pick up the bead that was sensed, and then 
use it on the mouth of the subway car. Get on, and hitch a ride to 
Atlantis.


That's it for the Wits path! All the paths re-converge at Atlantis, so 
skip to section 6 for complete help for the last stages of the game. 
Now, lets check out the team path.

------------------------------------------------------------------------

4
THE TEAM PATH

This path (obviously) fosters the most development between Indy and the 
bothersome Sophia Hapgood. At times you may just hear some funny lines 
from the two co-stars of this game. Anyway, now that Sophia has joined 
you, she tells of two leads...Alain Trottier in Monte Carlo, and Omar 
Al-Jabbar in Algiers. Head for the second option.

4-1
ALGIERS

Look for: knife thrower, Omar Al-Jabbar, grocer, death mask.

This locale is markedly different from the other two paths. Go to the 
center of town and watch the knife thrower. Tell him he has nice knives. 
He'll tell you he needs an assistant, but you can't be one since you're 
not a woman. Really now, eh? Then talk to the grocer and learn about his 
squabs for sale. He'll also tell you that Omar Al-Jabbar's shop is at 
the end of the alley. Go to the shop and talk to the shopkeeper, and he 
will say that he needs a stone disk as proof of your sincerity in 
looking for Atlantis. Maybe someone in Monte Carlo can help you. But 
grab the scary mask off the shelf before heading out.

4-2
MONTE CARLO *

Look for: Alain Trottier, flashlight, fuse box, bed sheet, sunstone.


You're looking for Alain Trottier here, since he may have the disk you 
need. Sophia will go into the hotel to set up for the meeting, and Indy 
is out on the streets trying to find the guy. Trottier looks the same in 
all 3 paths, so he's the guy with the brown suit. You can ask the people 
if you wish. Talk to him and be as humble and friendly as possible. You 
won't be able to convince him to see Sophia though, so run up to her 
room and ask her what to do. She'll tell you to mention Nur-Ab-Sal. 
Return to the street and tell Trottier about Nur-Ab-Sal. He'll agree to 
come up to your hotel room. 

Back inside, tell Sophia to take care of him. You'll control Sophia as 
you talk to him about various psychic stuff. You'll discover soon that 
there is little she can do, but if you want to use Sophia, then you need 
to have remember what he said to Indy outside. Answer his 3 questions, 
and then a random number to get the stone. This tactic hardly ever 
worked for me, and I found myself in a lot of tedious save & load 
situations.

For a much more reliable method of getting the stone, have Indy take 
over. While Sophia keeps Trottier occupied, check below for some clues 
on getting the disk from Alain.

-You'll have to tilt the odds in your favor to get the disk.

-You can't directly do anything, since he won't let you come near.

-What can you do? You could scare him somehow, but not by yourself.

-A scary disguise maybe? Like a ghost?

-How might you make your own ghost suit (that's a tough one)?

-Grab the bedsheet off the bed.

-That sheet alone won't fool anyone. You need to add to it.

-Remember the death mask from Algiers? You'll need it.

-Open up the cabinet and grab the flashlight.

-We need some darkness here.

-Open the fusebox and flip the switch, darkening the room.

-Use the sheet and the mask together. You're pretty scary, but it's not 
enough.

-A deadly demon needs glowing, evil eyes.

-Use the flashlight with the costume, and get out there!

You'll scare Trottier off, and he will leave his sunstone. That's it for 
Monte Carlo.

4-3
ALGIERS 2

Look for: Knife thrower, bloody knife, desert map, squab, beggar, 
balloon ticket, balloon, random item.

Back in Algeria! Tell Sophia to assist the knife thrower. She'll tell 
you not to PUSH her into this...hint, hint. (I almost GAVE Sophia away 
to the guy once and got a pretty hilarious response). At certain times 
she'll be close to the knife thrower, push her into his path and watch 
the thrower perform his routine. You'll be rewarded with a bloody knife. 

Now go back to the shop and show the man your sunstone. He reveals 
himself as Omar Al-Jabbar, and he gives you a desert map. He offers you 
a trade for the death mask used to scare Trottier. Accept what he gives 
you. Now go outside to the grocer. Ask for a Squab on a Stick. The man 
doesn't take US currency so try giving him what Omar gave you. Most 
likely he'll reject it, so take the item back to Al-Jabbar and trade it 
for something else. Now repeat the process. If the grocer says the item 
is a good color though, only accept further trades from Al-Jabbar that 
are of that color. Eventually you'll have something the grocer wants and 
you'll receive your Squab.

Walk to the beggar and give him your squab (it's not like you really 
need to eat food in this game). He'll give you a balloon ticket. Go 
upstairs to the rooftops and give your ticket to the balloon man. He'll 
let you ride. Now cut the rope with your knife, and you'll fly off.

4-4
BALLOON RIDE

You're looking for the X on the map, which marks a foreign dig site. 
Land at each nomad camp for directions. When you find one that tells you 
that you are very close, the X will appear. Land on it to get shot down 
by a gunman. 

4-5
THE DIG SITE

Look for: hose, clay jar, ship rib, wooden peg, generator, truck, amber 
fish, distributor cap, spark plug.

Your balloon will conveniently land on top of the gunman, crushing him. 
But you can't leave, so explore the site. Sophia will fall into a hole, 
and you'll have to get her out. Note that the truck here is missing a 
spark plug and a distributor cap. Go down into the mining area and feel 
around. Pick up the long tubular thing, the clay object, sharp wood 
object, and the short thing. There's a large metal object here too, a 
portable generator. But it needs fuel to run. Go back up and examine 
your items: a hose, clay jar, ship rib, an wooden peg.

-Now what nearby also uses fuel?

-The truck.

-But how will you get gas out of the truck?

-Ever heard of siphoning? Use the hose on the gas tank to get some out.

-Do I really need to tell you what you use with that combo to put the 
gas in?

-The clay jar.

Now that you have gas go into the underground again and open the cap, 
then pour your gas into the filler pipe. Now hit the switch (a small 
thing on the generator)and you'll have light.

Creepy place down here. Examine the painting on the left if you want. 
Push the round object and a secret panel will open to reveal...nothing. 
Now go to your right, and take a look at the crumbling wall. Your ship 
rib is just right to pry apart the cracked wall. Behind it is an odd 
mural with the island of Crete on it. There's also a tiny hole; it's not 
hard to figure out what you might stick it with. Once you've place the 
peg inside, you've created a makeshift spindle. Omar told you that this 
site was an OUTPOST of Atlantis, so place your sunstone on the peg and 
rotate to the correct design. Try consulting the Lost Dialogue for the 
correct alignment. Then press the peg and a door will open, revealing 
Sophia. She'll hand you a distributor cap for the truck as well as an 
amber fish. Add the cap to the truck, but you'll still need a spark 
plug.

-Something needs to return a favor.

-That thing shares several things in common with the truck.

-You gave it fuel from the truck.

-Go to the generator and obtain the spark plug from it, and install it 
into the truck.

Now you can head out to Crete.

4-6
CRETE

Look for: surveyor's transit, mural, bull's head/tail statues, 
moonstone, pedestal with spindle.

Well obviously you can't leave the island, so explore. Head for the 
ruins to the left. First walk across the bridge and pick up the 
surveyor's transit, it's good more measuring angles and laying out 
straight lines. Now search throughout the ruins until you find a room 
with a mural. It's a strange looking thing, with a drawing of a bull's 
head and tail at edges of the base. A line comes from each, converging 
at the top to create a triangular point. In the center of the triangle 
are tall horns. You can probably infer that the horns in the mural 
represent the tall horn statues in the center of the ruins. But what 
about the bull's head and tail? Well, search through the rock piles 
scattered around the ruins. You'll find a bull's head and tail statue 
under of them. For tips on what to do next, read below.

- Alright, you've read the mural and the statues you found have 
something to do with the horns.

-Remember the lines and the triangle inscribed on the mural?

-Have you got anything that has to do with straight lines and angles?

-The surveyor's transit does.

-Use the transit on the bull's head statue and align the crosshairs with 
both horns. If you do this correctly an X will shoot out.

-Can you guess what you do with the bull's tail statue?

If you've done the procedure correctly another X will shoot out and mark 
a point on the ground. Use your ship rib to dig in that spot and you 
will find the moonstone.

Now, go to the spindle on the right side of the island and use both 
stones. Look at your lost dialogue for the alignment. If you did this 
right, a door will open, and you can proceed.

4-7
GREATER COLONY OF ATLANTIS

Look for: stone heads, minotaur statue, staff, worldstone, gold box

Once inside, pick up 2 statue heads. If you pick up the third the gate 
will close. In the next room, you can still barely see the remaining 
head. Use your whip to knock the thing over to your side. The door will 
slam shut, but there was nothing left over there anyway. Now explore 
until you find a room with a minotaur statue. Indy will say it's head 
looks wobbly...now remember what you do with stone heads? Once that's 
done, walk onto the sinking floor panel to go down with Sophia. You'll 
find Sternhart's corpse, pick up his staff and worldstone. Look closely 
at the waterfall. There's a chain running up behind it, so climb. Now 
above find a room with a shelf. Place the 3 stone heads on it to open 
the gate. After that, take the high route. Find the room with the stone 
shaft and counterweight. Use your staff with the chock. Go back and take 
the low path. Use your staff with the statue's mouth and you'll go up. 
Pick up the gold box. Return to Sophia. 

Now return to the room beyond Sternhart. Tell Sophia to climb the hole 
so she can open the gate from the other side. It will take a bit of 
convincing and you can insult her if you'd like. Eventually she'll go up 
and open the gate for you. Now if you use the amber fish, it will detect 
orichalcum. But it always points to you, since you're carrying some. Use 
the beads with the gold box and close it to block out the energy. 
Sophia's necklace also throws the detector off, so talk to her and ask 
to put the necklace into the box too. Now shut it and your detector can 
work properly. Use it in the nearby rooms, and it will point to a solid 
wall that didn't appear when you moved your cursor over it before. Use 
the ship rib on it to dig through. You'll now be in the map room of the 
greater colony. Use all 3 stones to unlock the door.

4-8
LEAVING CRETE

Look for: Crumbling wall

The villain Kerner will enter and kidnap Sophia. Hand over your stone 
disks or you'll be shot. After he leaves, the door you came in through 
will be locked. Check the crumbling wall on the right, and use your ship 
rib on it. You'll dig your way out, right by a Nazi U-boat. Go up to it, 
slug the captain, and you'll assume his position unofficially. Get into 
the sub.

4-9
NAZI SUB

Look for: cold cuts, bread, porcelain pitcher, battery acid, plunger, 
metal box, key, broken lever, steering wheel.

If you go down too far, the Nazis will spot you. You've got to get them 
somewhere else. 

-You're the captain now, right?

-Well, captains give orders.

-How would you get your message to everyone in the submarine?

-The intercom.

-Use it and tell everyone to go to the aft torpedo bay for instance. You 
can now proceed.

Go to the kitchen and pick up the cold cuts and bread. Use them and make 
yourself a sandwich. Pick up the porcelain pitcher. Go below the trap 
door and use the pitcher with the leaking battery acid. You now have 
some corrosive acid contained on you. Go over to the wall near Sophia 
and talk to her. The guard won't notice. Tell her to distract him. Now 
go up and around to the area where the guard and Sophia are...he won't 
see you. Pick up the plunger. Go back up and pull the lever. It'll break 
off! Move to the right of the sub and open the trap door there. Use the 
acid jug with the metal box. The acid will eat through the metal to 
reveal your stone disks and a key. 

You've got to get the sub moving but that lever broke off.

-You need to find a replacement.

-Something thin, holdable, and smooth.

-It's not your peg (if you brought it) but it's close.

-The plunger will work. Stick it into the panel and you can operate it.

But let's not forget Sophia. Go there and the guard will see you this 
time. When he asks you questions, mention something about a "pail". 
Sophia will knock the guard out with a bucket. Now use the key with the 
steering wheel to unlock it, and you can now drive the sub. Drive it 
into the airlock. It's a tad tricky to do but you'll get it eventually. 
You're now in Atlantis, skip down a section for hints.

------------------------------------------------------------------------

6
THE FISTS PATH

I personally like this path for its action, but don't think that 
fighting is all you'll be doing. This path presents it's own set of 
mental challenges as well. First, go to Monte Carlo.

6-1
MONTE CARLO

Look for: Alain Trottier

In Monte Carlo, find Alain Trottier, he's the guy in the brown suit with 
gray hair. Passers by can tell you what he looks like. Ask him about 
Atlantis, and he'll give you a business card. Go to Algiers.

6-2
ALGIERS

Look for: Omar's house,

Make your way to the shop in the back alley. Give the shopkeeper 
Trottier's business card and ask him to go see Mr. Al-Jabbar. Now he'll 
never return with a "Yes" answer no matter what, so follow the guy 
yourself through the streets. Stay close, and eventually the servant 
will duck into a house. You can now enter Omar Al-Jabbar's home.

You'll find Omar and his servant being confronted by a Nazi. Save your 
game, and beat the crap out of the bad guy. As I said before, just try 
to overwhelm your enemy with hits. After the battle, Omar will tell you 
of a Nazi dig site in the desert. "They seem to have discovered an 
outpost of the Lost Kingdom", he says. He will talk about giving you a 
map and a camel, but he leaves. Guess you'll have to find the map 
yourself. Notice that the cursor says that the hanging cloth is 
important. Better get it down from it's high spot to look at it.

-You need something long.

-Something you can apply force to.

-It's not your whip.

-The pole nearby is long. Use it on the cloth to bring it down, and you 
will have Al-Jabbar's map.

Now use the camel and take a ride into the desert.

5-3
THE DESERT

Use the camel to navigate the desert. But watch out for Nazi patrols. 
Look for hard to see paths along the mountains for quick escape if you 
need it. If you're caught, you'll have to fight them, and if you lose 
you die. Visit the nomad camps and show them your map. They'll point you 
in the right direction. One nomad will say that you're very close, the X 
will appear on the map and you can go there.

5-4
THE DIG SITE

Look for: generator, ship rib, wooden peg, clay jar, painting, sunstone, 
mural.

Ignore the truck, it won't run again. Go down into the mining area. It's 
dark, but there seems to be a metallic object in there, a portable 
generator. Flip the switch and you'll have light. Pick up the ship rib, 
wooden peg, and clay jar. You'll also see a shiny orichalcum bead. Walk 
to the painting on the left and press the circular object. A secret 
panel will open, containing the sunstone, your first magical disk needed 
to enter Atlantis. Now move to the crumbling wall on the right and use 
your ship rib on it. You'll reveal a mural. It's got a picture of the 
island Crete on it, along with a small hole. Not hard to figure out what 
to "stick" into it.

Place the sunstone on your makeshift spindle, look and align it 
according to your Lost Dialogue, and press the peg. A secret door will 
open. Pick up the sunstone, but NOT the peg, or the door will close 
again. Go into the secret door. You'll climb out of a hole, where you 
will be approached by an ARMED Nazi. Don't try anything with him or 
you'll be shot to death fast. It will eventually come to a 
standoff...you not moving, him keeping you down. What to do now?

-You can't just sit there and wait.

-You need to defeat that guard, but the guy's got a gun.

-You need to separate the guard from his weapon.

-You could knock it out of his hands.

-With something long, strong and flexible. (Keep the comments to 
yourself, please)

-With something you've seen Indy use many times before this game.

-Use your whip, and you'll disarm him. Now beat him up in a fair fight. 
Climb the rope to get to a hot air balloon.

5-5
BALLOON RIDE

Get the balloon to fly in a northeasterly direction. You'll be blown off 
to Crete.

5-6
CRETE

Look for: surveyor's transit, mural, bull's head/tail statues, 
moonstone, pedestal with spindle.

You'll land in a grassy field. Head for the ruins to the left. First 
walk across the bridge and pick up the surveyor's transit, it's good 
more measuring angles and laying out straight lines. Now search 
throughout the ruins until you find a room with a mural. It's a strange 
looking thing, with a drawing of a bull's head and tail at edges of the 
base. A line comes from each, converging at the top to create a 
triangular point. In the center of the triangle are tall horns. You can 
probably infer that the horns in the mural represent the tall horn 
statues in the center of the ruins. But what about the bull's head and 
tail? Well, search through the rock piles scattered around the ruins. 
You'll find a bull's head and tail statue under of them. For tips on 
what to do next, read below.

- Alright, you've read the mural and the statues you found have 
something to do with the horns.

-Remember the lines and the triangle inscribed on the mural?

-Have you got anything that has to do with straight lines and angles?

-The surveyor's transit does.

-Use the transit on the bull's head statue and align the crosshairs with 
both horns. If you do this correctly an X will shoot out.

-Can you guess what you do with the bull's tail statue?

If you've done the procedure correctly another X will shoot out and mark 
a point on the ground. Use your ship rib to dig in that spot and you 
will find the moonstone.

Now, go to the spindle on the right side of the island and use both 
stones. Look at your lost dialogue for the alignment. After you get the 
stones right, press the spindle and the door will open and yet another 
Nazi will come out. Destroy him and then enter.

5-7

GREATER COLONY OF ATLANTIS *

Look for: stone heads, minotaur statue, staff, Sophia, worldstone, gold 
box, amber fish, stalactite.

Pick up 2 of the 3 statue heads. Picking up the third will close the 
gate. In the next room, you can still see that third head...use your 
whip on it. Now explore and find a room with a minotaur statue and a 
sinking floor panel. Use the whip on the statue head. It will fall down 
and land on the panel. Now go to the panel, and you will sink down to 
the floor below. You'll find thew dead Professor Sternhart. He knew a 
lot more than he let out, but not enough to find a way out. Read his 
note. Then pick up his staff. Look at the waterfall. There's a chain 
running up behind it! Use it and climb out. Find a room with a shelf. 
Use all 3 statue heads on it to open the gate. Inside, take the top path 
and find the room with a counterweight. Use the staff on the chock to 
free it. Return and take the bottom path. Use the staff on the statue 
month to activate the elevator. You'll go up. Get the golden box and the 
orichalcum bead. Now, find a room with a doorway blocked by a heavy 
stone slab. How do you get past it?

-Well, the fists path requires strength.

-Perseverance, as well.

-Combine the two to solve your problem.

-Push the stone slab, and push again until it finally falls over. 

You'll now be in a room with a giant chasm. Notice the stone 
outcropping. In a trademark Indy move, use your whip on the stone to 
swing your way across. Go into the door, and you'll find a room with a 
hallway. There are two Nazis talking at the far end of the hall. When 
you walk by, one of them will come to investigate. If he finds and 
fights you, you may lose due to his long health bar. Instead, hide 
behind one of the stone slabs. Notice where Hans is standing. Push the 
stone slab, and it will fall on Hans, crushing him. With that problem 
solved, head down the hall to meet Franz. He's much weaker than Hans.

After proceeding, you'll be in a room with four door. DON'T go right 
just yet. If you enter one of the 2 doors on the left, you'll meet up 
with a guard. Just kill the guy if you do. Now the second from right 
door leads to a series of rooms with guards, just fight them and move 
on. You'll come to a ledge above a guard named Anton. Now if you had 
gone right in the four door room, you would have met up with this 
fellow. He's a tough one in combat, although I've gotten through him 
before. But there's an easier way to beat him. Notice where Anton is 
standing--just underneath a sharp column of rock, or a stalactite. Push 
the rock, and watch as Anton is impaled from above. Now return to the 
four doors and go right. Be sure to pick up the stalactite from Anton's 
body.

In the next room, take the passage on the left. You'll reach Arnold, a 
drunk singer. You can give him a song and he'll be happy, but you really 
need to get by the guy. If you try fighting him though, you'll find that 
his strength is twice yours and his health meter is insanely long. 
There's no way to beat him physically. So you'll have to think. Go into 
the right doorway from the previous room and you'll find a 
boulder...it's strangely familiar looking.

-Think of the boulder. Arnold's tough, but not tough enough to beat this 
thing.

-You could crush Arnold with it.

-You'll need leverage to move the boulder though, and you've got things 
to provide it.

-One came from the dig site, and other may have been used to kill a Nazi 
nearby.

-The ship rib or stalactite, both work equally well.

-Use one of them on the boulder. 

-Crap, the stalactite (or ship rib) broke. Now it's rolled backwards and 
blocked the doorway you entered from.

-But you have 2 things to provide leverage, right?

-So use the remaining item on the boulder.

A nice cutscene will depict the singing demise of Arnold. Now Arnold is 
dead so you can pass. But LOOK at his corpse and you'll find an amber 
fish and some orichalcum. Plato's Lost Dialogue says that amber is an 
orichalcum detector. 

The next room is the map room, which needs a worldstone (third disk) to 
be activated. You don't have one, so go back a room. This is a good time 
to try out your orichalcum detector. Place all your beads inside the 
gold box and shut it. Now use the fish. It MAY point downwards, if not, 
walk around the area into any room with a pit (nothing special, it 
doesn't have to show up on your cursor). Keep using the fish. If it 
points down, go over and TALK to the pit. Yell something. You'll hear an 
answer from Sophia...looks like the Nazis got sick of her too and threw 
her down there. You'll need to get her out. If you keep talking, she'll 
reveal that she needs a short rope to get out of there. Well, use your 
whip with the pit and she can climb out. Sophia will give you the 
worldstone, which is just what you need to proceed.

Now go to the map room and use all 3 stones on the spindle. As always, 
look at your Lost Dialogue for the right way to do it. After unlocking a 
door, grab your stones and head out. Finally, the exit of this giant 
labyrinth. But where to now? Look at the stone pointer, according to the 
inscription it's pointing to the Lesser Colony of Atlantis. The closest 
island to the north is a volcanic island off the Greek coast called 
Thera. That's your next stop then.

5-8
THERA

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 of 
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. 

The procedure for this is a little trickier than usual. For example, if 
the book says "The Lesser Colony is 260 miles northeast of the Lost 
City", you would tell the captain to take you 26 miles southwest of 
Thera. Plato's numbers were way off target thanks to a TENFOLD error, 
(you did catch onto that by now, right?), and 26 is 260 divided by 10. 
And you would go southwest because from the side of Atlantis, you'd be 
going northeast to reach Thera.

Now hop onboard and sail out to sea. At the water's surface you're on 
your own. The captain won't help you any more. That's alright, open up 
the locker to find a punctured diving suit. You'll need something to 
seal the hole, like a tire repair kit maybe? Use them together and 
you'll have a working suit. It will need air too, so use the air hose 
with the suit. Don't forget to turn on the air compressor switch. Now 
use the suit and you'll control Sophia. Use the hoist to drop Indy into 
the water. Now as Indy, you'll see a cutscene of a German submarine 
overtaking the boat. Kerner boards the ship, takes Sophia and cuts your 
airline.

5-9
FINDING ATLANTIS

This little section is quite simple...go to all the caves ASAP. One of 
them will lead you to Atlantis.
------------------------------------------------------------------------

6
ATLANTIS

The paths have finally re-converged. Atlantis is a huge place, and some 
of the most challenging puzzles yet are located here. There is a sense 
of great evil throughout, and that's not referring to the Nazis. You're 
close to the truth, but finding it is getting more dangerous than ever.

6-1
THE OUTER GATES

Look for: ladder, metal rod, spindle.

In the TEAM path, Sophia will join you briefly and then be kidnapped by 
the Germans. In the WITS path you will crash in via the subway car, and 
in the FISTS path you'll make your way in through the cave. Regardless 
of how you got in, the strategy is the same. The first room is dark and 
you need light. Search around and pick up the wood thing--it's a ladder. 
Use it with the rocky incline and get up. Now OPEN the stone thing and 
remove the metallic rod. But what do you do with it?

-Notice the design of the rod.

-Indy will say it has an opening in one end.

-Well, this thing is Atlantean, right? What do Atlantean objects need?

-Orichalcum.

-Use a bead on the rod to produce instant light.

Now you can see Atlantis. It's not quite the paradise Sophia had thought 
it to be...it's crumbling apart, but there is still some air pressure 
keeping the water out. Pick up your ladder and go to the statue. There's 
a spindle on it, so use your disks...a task you're well experienced 
with. What...it didn't work?

-Check your lost dialogue, and carefully.

-At one point it says "final entrance only yielded to contrary minds".

-And what does contrary mean?

-Opposite.

-So rotate the disks 180 degrees from the past position.

The mouth of the statue will open, and--you guessed it--feed it an 
orichalcum bead. Then the doors to Atlantis will open before you. 
Welcome to the beginning of the end.

6-2
ATLANTEAN MAZE

Look for: See below for complete room lists.

Alright, as you can see this section of the game is BIG. The "?" spots 
that appear in various spots are places you'll need to explore. Some of 
the rooms are special, and some of them aren't. But you'll probably 
explore them all just to make you haven't missed anything. As a general 
rule look everywhere, go into all the grates you find, and pick 
everything that can be picked up. Also on occasion you'll run into Nazi 
soldiers in the halls, after beating one check out his body for a 
bratwurst sausage.

Below are important actions listed in the order I try to do them. Of 
course one could very well do them differently, since the rooms are 
randomly placed. Therefore just do the right things.

-ROBOT ROOMS: There are two rooms with a dismantled Atlantean robot in 
each. Take the
small bronze gear from one, and the spoked wheel from the other.

-EEL ROOM: Another room contains an eel sculpture like the one found in 
Iceland. Take it.

-SUBWAY: The subway is always in the same section, it's in the outer 
ring at the low part of the maze. You'll see a skeleton on the floor. 
Pick up it's rib cage.

-CRAB ROOM: There are crabs in a small pool here. Take the rib cage from 
the skeleton, and bait it with the bratwurst from the soldier, or the 
sandwich you made (on the TEAM and WITS paths). Place the baited cage 
into the pool and catch a crab.

-STATUE ROOM 1: There is a large statue across a chasm. Use your ladder 
on the chasm to cross it. Then take the stone cup the statue is holding. 
Take the ladder with you before you leave.

-STATUE ROOM 2: This statue has the head of a fish. Take the head.

-LAVA ROOM: This room seemingly circulates molten lava throughout the 
Atlantean complex. Use the fish head statue with the plaque there, and 
you'll get a stream of lava near you. You'll need something to hold the 
lava. You can try the clay jar if you want, but it'll melt (no big 
loss). Instead, use the stone cup from the statue and you'll have a 
toasty mug of genuine lava.

-MACHINE ROOM: This room contains a giant machine. It's missing a part 
though, look at the gear on it to figure out what it's missing. Anyway, 
place the spoked wheel on the missing portion. Go up to the top of the 
machine, and pour your cup of lava into the funnel. You will be rewarded 
with several orichalcum beads. Take the spoked wheel before you leave.

-PRISON ROOM (Grate 1): By going through a grate you'll find yourself 
near Sophia's prison. Unfortunately you can't do anything from here. 
Note the Nazi guard and the large statue near another grate.

-PRISON ROOM (Grate 2): This grate also overlooks Sophia's holding cell. 
Your grate is right by a sentry statue. Give it and orichalcum bead and 
watch what happens to the Nazi soldier. Ouch.

-SENTRY ROOM: On the lower right side of the maze. The door is partially 
submerged in the water so you can't open it. Now what? Remember what 
happened in Iceland? That eel figurine melted a lot of ice when fed a 
bead. Maybe your eel could turn liquid water into steam? It's worth a 
try. After giving a bead to your eel, it'll get hot and you throw it in 
the water. Now the door isn't blocked, but it's still locked. Place a 
bead into the smallest statue's mouth to open it.

-PRISON ROOM (Main): This is where Sophia is being held hostage. If you 
haven't given the sentry statue here a bead, you'll encounter a very 
nasty guard. He's immune to your 0 key "sucker punches", and he has a 
big life meter. Fighting him is not the preferred method here. Now if 
you HAVE used the bead on the robot statue, search its wreckage and take 
the robot part. This should be the last thing you do. Ignore Sophia's 
cries for now and go to the canal.

6-3
CANAL

Look for: diagram, crescent gear, chain

There's a giant octopus in the canal. Can't cross that. It's probably 
hungry, so throw the trapped crab into the canal. That will calm down 
the octopus and allow you to cross. Get on the crablike raft and use a 
bead on it's mouth to start it up. Notice the spindles? Use the stones 
on them to get them open. 

There are two places of importance on the canal, marked by stairways 
leading up. One of them contains a cabinet with a crescent gear. Take 
it, then CLOSE the cabinet. Then LOOK at the cabinet itself. Remember 
the design inscribed on the cabinet door, it's important.

Now go to the second place of interest, marked by a door with an 
archway. Go in. You'll find a set of large metal doors. A sentry robot 
is nearby. It seems to be nonfunctional. Use your ladder on it and climb 
up. Open the chest plate and take a look at the inside. You should have 
all 4 gears (small bronze, spoked wheel, gear from the fallen robot, and 
crescent) and a bead of orichalcum before attempting any more. (If you 
ever need beads just get more lava and run the machine again.)

Now remember the diagram? It tells how to place the gears inside the 
statue. Also it tells how to enter commands. Place the gears and beads 
in the appropriate spot, and then give the command to have the robot 
lower its left arm. Once it has, attach a nearby chain to his lowered 
arm. Use the other end of the chain with the bronze loop on the door. 
Return to the inside of the robot and give the command to raise him arm.
The robot pull up his arm, bringing the door with him. Debris will fly 
off, among them is a hinge pin. Pick it up.

Now you have a choice, you can go back and rescue Sophia or go the rest 
of the way alone. This choice DOES affect how the rest of the game will 
play out. If you intend to go it alone, skip the following section.

6-4
RESCUING SOPHIA

Return to the prison room. Give Sophia the hinge pin. Open the cage, and 
tell Sophia you have a plan, and she must brace the cage with the hinge 
pin. She will do so and escape. Open the cage again and the pin will 
fall out. Retrieve it and be on your way. 

6-5
MIDDLE ATLANTIS

Look for: scepter

Make you way (with or without Sophia) past the broken doors. If you 
don't have Sophia, go into the room with a lava pit and pick up the 
scepter. Then proceed. If you do have Sophia, at this point something 
very odd happens.

6-6
PROBLEMS WITH SOPHIA

Look for: scepter (there's only one)

At this point, Sophia will begin to sound a bit hoarse. Follow her into 
the lava pit room. You will soon discovered that she is possessed by 
something...the god Nur-Ab-Sal whom she reveres so much. Some god he is. 
But how can he control her and not you? It's gotta be her necklace. Take 
a look at her, the medallion's glowing. You've got to get it off of 
her...but how can you do that?

-What's one thing that causes people to drop what they're holding?

-Heat. You have to make the necklace hot.

-To do that, think of what has caused energy reactions from the necklace 
before.

-Insert an orichalcum bead. Now it's hot, but Sophia can't get it 
off...the control is too powerful.

-You'll need something to stop Nur-Ab-Sal's controlling force. 

-What has blocked the power of orichalcum before? It could work against 
Nur-Ab-Sal.

-The golden box! Use it with the necklace to initiate a sequence that 
ends old Sal.

Now, pick up the scepter. While you're at it, check out those bones! 
Nothing human looks like that. Were the Atlanteans mutants? Aliens? 
Demons? It's getting creepy and you may not like what you find later.

6-7
THE HULKING MACHINE

Look for: Atlantean drawings

You'll soon come to a giant machine, sort of like the one you saw on the 
Greater Colony in the WITS path. Take a look at the Atlantean 
incriptions on the floor. They're vital to starting and stopping the 
machine. The two different marks in each inscription indicated where the 
levers need to be. Now get on the machine and use the scepter and hinge 
pin as the 2 levers. The machine will start to move after some fiddling. 
You will start moving about, put the levers into the position shown 
earlier to stop it. You will crash through a stone wall into a giant 
room of lava. Move down into the heart of Atlantis.

6-8
INNER ATLANTIS

First off is a maze of doors. It's confusing, but trial and error will 
eventually get you through. Then comes the lava pit with the vanishing 
tiles. When you step on one, another nearby may disappear. Try to 
navigate a route featuring two possible steps from the next tile, to 
double your odds of one of them staying. Once again, trial and error 
will work here.

Before you head any further make note of the background. You'll see 
three concentric circles with designs inscribed in each. Remember that 
pattern.

6-9
THE COLOSSUS

This is it. The very core of the mighty Atlantean city. There are only 
two interactive parts to this place, one of which you can clearly see. 
Go to the spindle and place your stones. Now what is the combination 
here?

-Plato's Dialogue won't help you.

-But then again, you don't need it. The solution is quite easy to 
deduce, actually.

-It's in plain view, although not inside the Colossus.

-Remember the background with the 3 circles. Did you ever really doubt 
what they stood for? That's the correct alignment.

Now the Colossus is on. The Nazis, Klaus Kerner, and Dr. Ubermann all 
appear. The doc explains that the Colossus was used by the old 
Atlanteans to manufacture gods! That sounds rather...impossible. But 
they need a test subject: you. But Kerner gets into the machine first. 
Watch the sequence as Kerner talks of becoming a god. Say something 
about Plato's tenfold error, and Kerner will forget about using ten 
beads. He wants one bead to power this giant machine. Now sit back and 
see the Nazi agent transform into an almighty...goat. Yep...real good 
machine. Now Dr. Ubermann wants you to step into the machine.

--How do you avoid death in the Colossus?--

There are many choices of dialogue that will lead to your death here. 
So...

-You'll need to talk.

-And talk some more.

-Eventually you'll be able to mention the wrath of angry gods to 
Ubermann. And that is the last decision you'll make in this game.

The ending has now begun. It will be different depending on whether you 
rescued Sophia or not. Either way, you'll find yourself escaping as a 
huge burst of energy starts a chain reaction of destruction throughout 
Atlantis. 

You've won!

7
INFORMATION

Hope you've enjoyed using this guide to the game. E-mail me at
overseer@pacificwest.com  if you have questions or comments related to 
this guide. 

This guide may be distributed, but not modified in any way without 
explicit permission from the author.


This guide, FATEHELP was written by J. Chen, AKA The Overseer. 
This guide is copyright (c) 1995, 1997, 2000, J. Chen/The Overseer.
Indiana Jones and the Fate of Atlantis is a trademark of LucasArts.
Game (c) 1992 Lucas Arts



