WALKTHRU: Indiana Jones & The Fate of Atlantis By: BoRG 2005 note: 'BoRG was my '733t' handle from the good ol' BBS days August 5, 1992: original writing January 8, 2005: cleaned up and reformatted for posting to Mobygames.com 2005 note: This is the only walkthrough I've ever written. I originally wrote this back in 1992. See our member submitted walkthroughs and guides for Indiana Jones and the Fate of Atlantis. Help for Indiana Jones and the Fate of Atlantis on PC. More help, hints and discussion forums for on Supercheats. Indiana Jones and the Fate of Atlantis The Indiana Jones movies were a Lucasfilm creation. The movies that were made include Raiders of The Lost Ark, The Temple of Doom, and the Last Crusade. They were legendary. However, Indiana Jones and the Fate of Atlantis was a sequel that never was a movie. But that does make this a great game! Indiana Jones and the Fate of Atlantis. Click on the peculiar statue on the left side of the screen. After you fall through the hole, click on the rope next to the gaping hole. After you fall through the hole, click on the bookshelf on the left. When you’re up, click on the cat figurines until a real one gives you a big scare.
By
Chris van Zyl
From
South Africa
The Beginning
Click on the peculiar statue on the left side of the screen. After you fall through the hole, click on the rope next to the gaping hole. After you fall through the hole, click on the bookshelf on the left. When you’re up, click on the cat figurines until a real one gives you a big scare. After the scare, click on the lockers until you see a statue. Take the statue. Later, you will meet with Markus and Mr. Smith. After the conversation, you will find out that Mr. Smith is a Nazi spy who is really Klaus Kerner.
New York
Take the take the newspaper from the stand, then walk to the right. Open the back door, then talk to the doorman. (111213133) Inside, talk to the old man. (1) Talk to him again. After the cut-scene, talk to him again. After the cut-scene, talk to him again. (311) Give him the newspaper then push the left and right lever. Press the red button then watch the show. Later after the show and the break in, talk to Sophia. (134241)
Iceland
Go into the cave then talk to Heimdall. (2113223314) Leave the cave, then take the truck to the airport. Book passage to Tikal.
Tikal
Go into the jungle, then look around a little. You will see a rodent. One of the paths will take you to the edge of a chasm where a big anaconda is wrapped around a tree, find it. Now that you know witch path it is, return to the jungle then try to lure the rodent in front of the path to the chasm. Whip him, then it'll run into the path and get mutilated by the snake. Now return to the chasm, then climb the tree. Once you're over, Sophia will pop out. (12) Go to the temple. Sternhart will pop out and start talking. (1233111111114) Talk to the parrot, (4) then go to the temple again. Talk to Sternhart again (11) then he will let you in. Look around a little then talk to Sophia. (2) Leave the temple, then go to the trinket stand. Take the kerosene lamp, then return to the temple. Open the lamp, then use it on the spiral design. Return the lamp to Sternhart, then take the spiral design. Use it on the animal head. Pull on the elephant's nose, then a tomb will open up. Sternhart take’s the World Stone from the tomb and leaves through a secret door. Take the shiny bead in the tomb, then leave the temple. Go around the jungle path, then return to the jeep. Go to the airport, then return to Iceland.
Return to Iceland
Go into the cave, then look at Heimdall. Look at the eel figurine, then use the bead in its mouth. It will melt the ice. Take it, then leave the cave. Return to the truck, then book passage to the Azores.
The Azores
Talk to Sophia, (11) Sophia: Open the door, then talk to Costa. (11111111) Talk to Indy, (1) Indy: Open the door, then talk to Costa. (11) Later after the cut-scene, you will end up at Barnett College. (21)
Return to Barnett College
Go upstairs to the library then look at the school desk. Take the wad of gum then go down the stairs, go down again to the furnace room. Take a lump of coal then use the gum on the coal chute. Walk up the coal chute then look at the book in the hole in roof. Use the coal on the book. Now that you have the book, leave the building then cross the street to your office. Read the book, then talk to Sophia. (112111423) Team Path (12) Go to Monte Carlo.
Monte Carlo
(2332) You'll be on a busy corner next to a hotel. When you see a guy in a light brown suit with a flower on his lapel, talk to him. (1213221) In the Hotel, talk to Sophia. (2) While she’s busy talking, take the bedspread and the flashlight from the cabinet. Open the fuse box then pull the circuit breaker. Use the bed sheet and the flashlight then walk to Trottier two times. He won't be impressed, then leave’s the building. Talk to Sophia. (1) Talk to her again (2) then leave the hotel. Take a cab, then fly to Algiers.
Algiers
Go to the beggar then talk to him. (223) Go to the knife thrower then talk to him. (22) Talk to Sophia, (31) then push her to be the volunteer. The knife thrower will do his act then Sophia will give you a knife. Go to the back alley then look at the mask on the wall. Take it, then talk to the shopkeeper. (3) Talk to him again. (21) Leave the shop, then return to the airport. Go back to Monte Carlo.
Return to Monte Carlo
When you see Trottier, talk to him. (1) Inside the hotel, talk to Sophia. (2) While she’s busy talking, take the bedspread and the flashlight from the cabinet. Pull the circuit breaker, then use the bed sheet. Use the mask and the flashlight, then watch a scary fright. Later, turn off the lights again then play with the flashlight. Check out the cool hand puppets on the wall. Leave the hotel, then get a cab.
Return to Algiers
Return to the shopkeeper, then give him the Sun Stone. (111) After the camel ride, (111) take the item then leave the shop. Go to the grocer then talk to him. (111232) He will not except the gift, but he will tell you no and give you a clue as to what he really wants. Return to the shopkeeper then trade for something witch is close to what the grocer wants. When he excepts the gift, you will get a squab. Give the squab to the beggar, then he will give you a balloon ticket. Go up to the roof, then give the ticket to the balloon man. Use the balloon, but a rope will prevent you from going anywhere. Cut the rope with your knife, then you will fly around the desert. Land at the nearest nomad’s camp, then give him you’re map. He will tell you in which direction to go. Keep asking nomad’s until an X appears on the ground. Land there, then a Nazi will shoot you down. After the crash land, go left to the dig site.
An Old Dig Site
Sophia will walk ahead, then she will fall into a hole. Go to the ladder, then you will go down into the pit. It'll be pitch black. The longer you stay in the dark, the better you'll see as your eyes get accustomed to the lack of light. Move the mouse around then touch everything that pops up on the command line. Pick up a long tubular thing, a sharp piece of wood, a blunt piece of wood and a clay thing. There's a portable generator in here with an on/off switch and a gas cap. Go outside to the truck, then use the hose with the gas tank. Use the jar with the end of the hose. Go back to the generator, open the metal cap then empty the jar into the pipe. Use the on/off switch, then the lights will go on. Go to the right then use the ship's rib on the crumbling wall. Put the peg in the hole, then put the Sun Stone on the peg. Look at it, then align one of the circles with the Horns. Press the spindle, then a door will open if you are right. Sophia will come out, she will give you a distributor cap and a fish on a string witch detects orichalcum. Turn off the generator, then open it. Take the ceramic thing inside. Return to the truck then use the spark plug and the distributor cap on the engine. Use the truck, then you will go to Crete.
Crete
You'll be at a dock. Look at the stone pedestal at your screen then go left. Go down the path until you reach the ruins of Knossos. Talk to Sophia, (123) then go to the building at the left. Enter every building until you find a room with a mural. Look at it, it will give you hints on where to look for a bull's tail statue and a bull's head statue. Leave the building, then look at all the stones. Push the ones that are loose, the two statues will be under them. Return to the bridge, then cross it to get a transit. Return to the buildings, then use the transit on the bull’s tail. Use the transit. Click on the knobs until you see the big horns. Look at the corner of the right horn with the crosshair then click on it. A line will appear. Use the transit on the bull's horns, then use the transit. Look at the corner of the left horn with the crosshair, then click on it. Another line will appear with on X at the end. Use the ship's rib on the X, then you'll get the Moon Stone. Go back near the dock then go right. Use the two stones on the pedestal then align them with the horns. Press the spindle, then a door will open if you are right. Take the stones, then enter through the doorway.
The Labyrinth
You will see a shelf with three statue heads, look at them. Take two of the heads then go through the door. On the other side, use your whip on the third head. Now the door is closed and there’s no way out. Go up through the doorway then go left through the doorway. Go through the doorway next of you, then look at the statue and it’s head. Whip the head, then it will roll down to the floor. Walk to the platform, then it will go down like an elevator. Look at Mr. Sternhart and the note, then take the World Stone and the staff. Look at the waterfall, then use the chain that's behind it. When you’re at the top, go through the left doorway but be careful not to step on the platform. Put the three statue heads on the shelf, then the gate will open. Go through then go up. Go through the right doorway, then you will enter a room with a gold box and a counterweight. Look around, then use the staff on the chock. Leave the room, then go up through the doorway. Go right until you reach a room with a big face. Use the staff in its mouth. The elevator will go up as the counterweight comes down. Take the gold box, then open it. Put the orichalcums in the box, then close the lid. Go all the way back to Sophia, then go up through the doorway. Look at the hole above, then talk to Sophia. (2321) She will open the gate. Go through it, then use the amber fish. Sophia's necklace will cause interference, talk to her. (33111) Now go through every room from this area, then use the amber fish until it points to the wall. Use the ship's rib on the wall, then a door will appear. Push the door, then go through. Go right, then you will find a map room. Use the three stones on the pedestal, then align them according to the pictures on the three doors. Press the spindle, then a door will open if you are right. Take the stones, then enter through the doorway. Kerner will appear. (11) When he leaves, look at the right wall then use the ship's rib. After the cut-scene, go to the Nazi U-boat. Climb the ladder then open the hatch. The captain will appear. (1) Later, click on the sub.
Submarine
Pull the lever, then look at the lower deck. Use the intercom, then tell everyone to go to the bow. Go down then go left. Push the speed lever. Click on the sub, then push the reverse button. Click on the sub, then go right. Open the trapdoor, then go to the lower level. Fill up the jar with battery acid. Go right then talk to Sophia through the wall. (1122) Exit through the trapdoor, then go right to the ladder. Go down then take the plunger on your right. Go near the door, then listen to the conversation. Go to the guard, then he will turn around and ask who you are. Mention something about a bucket, then Sophia will knock him out. After the guard is out, talk to her. (112) Go up to the top, then use the plunger where the lever was. Go down then go right. Open another trapdoor, then use the acid on the strong box. You will get the three stones and a key. Return to Sophia then use the key on the padlock witch unlocks the emergency rudder control. Now push the wheel, then you will have control of the sub. Manoeuvre the sub with the controls. (The plunger for depth, the steering wheel for left or right direction, the lever for speed and the switch for forward/reverse. You can only use this switch when the sub is not moving) Find the air lock, then go in with your sub.
Atlantis
You'll be in another pitch black chamber, it's actually an air lock. Anyway, pick up a wooden thing that's around here somewhere then use it on the stone rubble to the right. Go up the ladder, then Sophia will be captured again. Feel around for a stone box then open it. Pick up the metal rod that's inside, then use a bead to light up the room. Here is a door, a statue and a spindle. Use the three stones on the spindle, then align them according to the dialogue. Press the spindle, then the statue will open its mouth. Use a bead in the statue’s mouth, then the door will open. Take your stones and the ladder then go through the door. Save your game.
Kicking a Nazi’s butt
The little brown man is you, the little green men are the Nazi soldiers. If you get into battle with one of them, you can either run away or pick up a fight. Hear is a quick way to win a fight, press the Ins key. You will get a sausage as a reward, but only once.
Going around the big circle while entering rooms and collecting things
When you move the mouse cursor all over your screen, you will notice this: ? That is an unexplored room. Now let’s go explore the rooms around the entire circle, also when you come to a room with a vent open it then go through. Let’s get a: bronze gear witch is on a wall next to a machine, spoked wheel witch is inside a broken machine, a statue head and another eel sculpture. When you get to a room with a hole and a statue holding a cup, use the ladder to cross over the hole and take the cup. Don’t forget to take the ladder when you leave the room. Go down the long hallway on you’re right, then keep going until you reach a subway. Take the rib cage from the skeleton then leave the hall. When you go through a crawlspace and end up in a room with a dungeon and a statue next of you, use a bead on the statue then watch it mangle the guard good. When you come to a room with two double doors and a fish statue with a pool, look around then leave. You will come back later.
Using the items
When you get to the lava room, use the cup on the pedestal then use the fish head on the plaque. Lava is going to come out and fill the cup. Put back the fish head then leave the room. Go back to the machine room then look around. Put the spoked wheel on the peg then go to the top of the stairs. Pour the lava into the funnel. The machine will smoke, gears will turn, lights will light and the animal will spit out ten beads into the dish. Take the beads and the wheel then go to the crab room. You have to use the rib cage to capture a crab. First, bait the cage with the sausage then put the cage into the pool. Eventually, you will catch a crab.
The canal, Nur-Ab-Sal and the Colossus
Return to the Sentry Room then use a bead on the eel statue. It will dry out the water. Feed the fish statue with a bead, then the door will open. Go through then go left to the dungeon. Pick up the statue part then talk to Sophia. (111) Leave the room, then go up to the canal. An octopus is in the water, use the crab in the cage to satisfy its hunger. The octopus will leave with a burp, now you can cross over to the other side. Get onto the crab thing then put a bead in its mouth. Go left then use the stones on the spindles to open the gates. You'll eventually reach a section where there's another flight of stairs. Go up, then enter the room. Take the crescent machine part in the cupboard. Close the cupboard door then look at it. Leave the room, then get on your crab cab. Go left through the gate until you reach another doorway. Go through, then you will reach another room with a statue. Use the ladder on the statue, then open up its chest plate. Save now, because the game screws up here a lot. You turn invisible sometimes and sometimes the thing’s you have to use on the statue won’t move. Look at the chest. Put the spoked wheel in the centre then put the mouth on top of it. Put the crescent on the right. Place the gear at the top left peg then put a bead in the mouth. The right arm will go down. Go down the ladder then attach the chains to the loops. Go back to the chest, then move the gear to the lower left peg. Feed the mouth again. Voila, the door rips off and a hinge pin lands on the ground. Go down the ladder, then pick up the hinge pin. Now go all the way back to Sophia then give her the hinge pin. Open the gate. Tell her you have plan, then tell her to brace it with the pin. After the quick romance scene, open the cage then take the hinge pin. Now go all the way back to the statue room. Go through the doorway then get ready for a spooky part. After the conversation, (11) follow Sophia then look at the strange carving on the wall. Enter the room, then go to Sophia. Talk to her. (21121231) Look at the necklace then put an orichalcum in its mouth. Quickly use the gold box on the necklace. After the death of Nur-Ab-Sal, go left up the steps. Look at the skeletons, then take the sceptre. Leave the room then go left down the hall. You will see some graffiti on the left wall. Write it down, then go through the door on the right. Here is a big machine and some more graffiti on the floor. Write it down, then climb the machine. Put a bead in its mouth. The engine will start but the thing won't move. Use the first writing that you wrote down, then put the rod and sceptre in the slots. The machine will start to go, but you have to stop it somehow. Look at the second writing you wrote down, then use the levers. Now the machine will go out of control and it will make a hole through the wall. Go through the little doorway at the bottom right, then you will enter a big cavern with tons of doorways all around. Go through the right doorway then go up the steps through the right doorway. Go right then go up the long stairway. Write down the picture on the wall, then go down. See the two doorways, go through the left on. Go up the steps then go through the left doorway. Go through the right doorway then go through the left doorway. Go up the very long stairway to the right then go through the left doorway. When you reach the honeycomb on the ground, try crossing it to the other side. Go right to the colossus. Go in, then use the stones on the spindle. Align them like the picture, then you will activate the Machine. Kerner pops out. Later, talk to him. (11111221) After Kerner’s fatal transformation, talk to the Doctor. (11234321) Now he will try to become a God. After his hideous transformation, the whole place starts to fall apart. You and Sophia run out to the air lock while escaping with Kerner's sub. Just look at that beautiful sunset.
The End
The adventure is not finished yet, go back to the part where you found the book of Plato in Barnett College. After reading it with Sophia, you will have a long conversation. (112111423) Action Path (212) Go to Monte Carlo.
Monte Carlo
You'll be on a busy corner next to a hotel. When you see a guy in a light brown suit with a flower on his lapel, talk to him. (12123) Take a cab, then fly to Algiers.
Algiers
Go to the beggar then talk to him. (223) Go left then go to the back alley. Talk to the servant (113) then give him Trottier’s business card. Follow him then go left to the street. You will see a lot of spots and houses. Follow the red spot. When he enters a building, follow him in. You will see an argument between a Nazi soldier and Omar. See the hanging crockery above the soldier, whip it to knock him out. After the conversation, talk to Omar. (21) When he leaves, take the stick from the pot at your screen. Look at the cloth above the window, then use the stick to get it down. Use the camel, then ride into the desert. A lot of Nazi’s are riding around in their jeeps. If they catch you, pick a fight then press the Ins key to knock him out. Go to the nearest nomad’s camp, then give him you’re map. He will tell you in which direction to go. Keep asking nomad’s until an X appears, go there. When you arrive, go left to the dig site.
An Old Dig Site
Go to the ladder, then you will go down into the pit. It'll be pitch black. The longer you stay in the dark, the better you'll see as your eyes get accustomed to the lack of light. Move the mouse around then touch everything that pops up on the command line. Pick up a sharp piece of wood, a blunt piece of wood and a clay thing. There's a portable generator in here with an on/off switch. Use the on/off switch, then the lights will go on. Look at the painting and the round circle then push the circle. Take the Sun Stone from secret compartment, then go right to the wall. Use the ship's rib on the crumbling wall. Put the peg in the hole, then put the Sun Stone on the peg. Look at it, then align one of the circles with the Horns. Press the spindle, then a door will open if you are right. Take the stone, then go through the secret door. You will come out through a secret opening from the ground. A Nazi soldier will appear, talk to him (1) then use you’re whip on him. Hear is a quick way to win a fight, press the Ins key. When he’s down, go left. Go up the rope ladder, then fly north to the sea. You will go to Crete.
Crete
Go down the path, then you will reach the ruins of Knossos. Go to the building at the left. Now enter every building until you find a room with a mural. Look at it, it will give you hints on where to look for a bull's tail statue and a bull's head statue. Leave the building, then look at all the stones. Push the ones that are loose, the two statues will be under them. Return to the bridge, then cross it to get a transit. Return to the buildings, then use the transit on the bull’s tail. Use the transit. Click on the knobs until you see the big horns. Look at the corner of the right horn with the crosshair then click on it. A line will appear. Use the transit on the bull's horns, then use the transit. Look at the corner of the left horn with the crosshair, then click on it. Another line will appear with on X at the end. Use the ship's rib on the X, then you'll get the Moon Stone. Go back to the path, then go right to the dock. Look at the stone pedestal. Use the two stones on the pedestal then align them with the Horns. Press the spindle, then a door will open if you are right. A Nazi will appear, talk to him (111) then win the fight. Take the stones, then enter through the doorway.
The Labyrinth
You will see a shelf with three statue heads, look at them. Take two of the heads then go through the door. On the other side, use your whip on the third head. Now the door is closed and there’s no way out. Go up through the doorway then go left through the doorway. Go through the doorway next of you, then look at the statue and it’s head. Whip the head, then it will roll down to the floor. Walk to the platform, then it will go down like an elevator. Look at Mr. Sternhart and the note, then take the staff. Look at the waterfall, then use the chain that's behind it. When you’re at the top, go through the left doorway but be careful not to step on the platform. Put the three statue heads on the shelf, then the gate will open. Go through then go up. Go through the right doorway, then you will enter a room with a gold box and a counterweight. Look around, then use the staff on the chock. Leave the room, then go up through the doorway. Go right until you reach a room with a big face. Use the staff in its mouth. The elevator will go up as the counterweight comes down. Take the gold box, then open it. Put the orichalcums in the box, then close the lid. Go all the way back to the room with the sinking platform, then go through the right doorway. See the closed door, push it several times until the slab collapse. Go through to the new room. Look at the stone outcropping above, then use you’re whip to swing across. Go left then go up through the doorway. Walk to the Nazi’s then quickly hide behind the stone slab near the entrance. When he looks for you, push the slab. Go through the doorway to the next room, then talk to the Nazi. (3) Win the fight, then go up through the doorway. Go up through the doorway then talk to the soldier. (1) Win the fight, then return to the previous room. Go through the doorway with the circles above, then talk to the Nazi. (3) Win the fight, then go left to another Nazi. Talk to him (2) then win the fight. Go through the next doorway. See the soldier below, look at the hanging column of rock then push it to kill the guard. Go back through the doorway, then go back to the room with the waterfall. Go up through the doorway, then go right to the next room. Take the stalactite from the dead guard, then go right again. Listen to someone sing, then go through the right doorway. Look at the boulder, then use the ship’s rib to make it move. It will block the exit. Go down the path, then you will see a big ugly Nazi. Go to him, then talk to him. (31) Go right to the door, then use the stalactite on the boulder. After the crush, return to the big ugly Nazi then look at him. Go up through the doorway, then go left and left again. Sophia is somewhere around in these caves, use the amber fish until you find her. Use you’re whip into the pit, then you will pull her out. Go back to Arnold the strong soldier, then go left through the doorway. You will find a map room. Use the three stones on the pedestal, then align them according to the pictures on the three doors. Press the spindle, then a door will open if you are right. Take the stones, then enter through the doorway. Look at the labyrinth exit and the stone pointer, then go towards the exit. Book passage to Thera.
Thera
Talk to Sophia (4) Go left, then walk to the path away from the dock. Sophia will ask where you are going. (2) Go to one of the three paths in the mountain, then look around. Take the tire repair kit, then return back to Sophia. Talk to her (211) then go right to the boat. Talk to the captain (21113111) then you will go out to the sea. Later, open the storage locker. Use the tire repair kit with the punctured suit, then use the air-hose with the suit. Use the suit. Sophia: Use the hoist with the suit. After the cut-scene, save your game. Indy: Now try to find the right entrance to Atlantis.
Atlantis: The same as Team path, but the score is different at the end.
You'll be in another pitch black chamber, it's actually an air lock. Anyway, pick up a wooden thing that's around here somewhere then use it on the stone rubble to the right. Go up the ladder, then Sophia will be captured again. Feel around for a stone box then open it. Pick up the metal rod that's inside, then use a bead to light up the room. Here is a door, a statue and a spindle. Use the three stones on the spindle, then align them according to the dialogue. Press the spindle, then the statue will open its mouth. Use a bead in the statue’s mouth, then the door will open. Take your stones and the ladder then go through the door. Save your game.
Kicking a Nazi’s butt
The little brown man is you, the little green men are the Nazi soldiers. If you get into battle with one of them, you can either run away or pick up a fight. Hear is a quick way to win a fight, press the Ins key. You will get a sausage as a reward, but only once.
Going around the big circle while entering rooms and collecting things
When you move the mouse cursor all over your screen, you will notice this: ? That is an unexplored room. Now let’s go explore the rooms around the entire circle, also when you come to a room with a vent open it then go through. Let’s get a: bronze gear witch is on a wall next to a machine, spoked wheel witch is inside a broken machine, a statue head and another eel sculpture. When you get to a room with a hole and a statue holding a cup, use the ladder to cross over the hole and take the cup. Don’t forget to take the ladder when you leave the room. Go down the long hallway on you’re right, then keep going until you reach a subway. Take the rib cage from the skeleton then leave the hall. When you go through a crawlspace and end up in a room with a dungeon and a statue next of you, use a bead on the statue then watch it mangle the guard good. When you come to a room with two double doors and a fish statue with a pool, look around then leave. You will come back later.
Using the items
When you get to the lava room, use the cup on the pedestal then use the fish head on the plaque. Lava is going to come out and fill the cup. Put back the fish head then leave the room. Go back to the machine room then look around. Put the spoked wheel on the peg then go to the top of the stairs. Pour the lava into the funnel. The machine will smoke, gears will turn, lights will light and the animal will spit out ten beads into the dish. Take the beads and the wheel then go to the crab room. You have to use the rib cage to capture a crab. First, bait the cage with the sausage then put the cage into the pool. Eventually, you will catch a crab.
The canal, Nur-Ab-Sal and the Colossus
Return to the Sentry Room then use a bead on the eel statue. It will dry out the water. Feed the fish statue with a bead, then the door will open. Go through then go left to the dungeon. Pick up the statue part then talk to Sophia. (111) Leave the room, then go up to the canal. An octopus is in the water, use the crab in the cage to satisfy its hunger. The octopus will leave with a burp, now you can cross over to the other side. Get onto the crab thing then put a bead in its mouth. Go left then use the stones on the spindles to open the gates. You'll eventually reach a section where there's another flight of stairs. Go up, then enter the room. Take the crescent machine part in the cupboard. Close the cupboard door then look at it. Leave the room, then get on your crab cab. Go left through the gate until you reach another doorway. Go through, then you will reach another room with a statue. Use the ladder on the statue, then open up its chest plate. Save now, because the game screws up here a lot. You turn invisible sometimes and sometimes the thing’s you have to use on the statue won’t move. Look at the chest. Put the spoked wheel in the centre then put the mouth on top of it. Put the crescent on the right. Place the gear at the top left peg then put a bead in the mouth. The right arm will go down. Go down the ladder then attach the chains to the loops. Go back to the chest, then move the gear to the lower left peg. Feed the mouth again. Voila, the door rips off and a hinge pin lands on the ground. Go down the ladder, then pick up the hinge pin. Now go all the way back to Sophia then give her the hinge pin. Open the gate. Tell her you have plan, then tell her to brace it with the pin. After the quick romance scene, open the cage then take the hinge pin. Now go all the way back to the statue room. Go through the doorway then get ready for a spooky part. After the conversation, (11) follow Sophia then look at the strange carving on the wall. Enter the room, then go to Sophia. Talk to her. (21121231) Look at the necklace then put an orichalcum in its mouth. Quickly use the gold box on the necklace. After the death of Nur-Ab-Sal, go left up the steps. Look at the skeletons, then take the sceptre. Leave the room then go left down the hall. You will see some graffiti on the left wall. Write it down, then go through the door on the right. Here is a big machine and some more graffiti on the floor. Write it down, then climb the machine. Put a bead in its mouth. The engine will start but the thing won't move. Use the first writing that you wrote down, then put the rod and sceptre in the slots. The machine will start to go, but you have to stop it somehow. Look at the second writing you wrote down, then use the levers. Now the machine will go out of control and it will make a hole through the wall. Go through the little doorway at the bottom right, then you will enter a big cavern with tons of doorways all around. Go through the right doorway then go up the steps through the right doorway. Go right then go up the long stairway. Write down the picture on the wall, then go down. See the two doorways, go through the left on. Go up the steps then go through the left doorway. Go through the right doorway then go through the left doorway. Go up the very long stairway to the right then go through the left doorway. When you reach the honeycomb on the ground, try crossing it to the other side. Go right to the colossus. Go in, then use the stones on the spindle. Align them like the picture, then you will activate the Machine. Kerner pops out. Later, talk to him. (11111221) After Kerner’s fatal transformation, talk to the Doctor. (11234321) Now he will try to become a God. After his hideous transformation, the whole place starts to fall apart. You and Sophia run out to the air lock while escaping with Kerner's sub. Just look at that beautiful sunset.
The End
The adventure is not finished yet, go back to the part where you found the book of Plato in Barnett College. After reading it with Sophia, you will have a long conversation. (112111423) Think Path (312) Go to Monte Carlo.
Monte Carlo
You'll be on a busy corner next to a hotel. When you see a guy in a light brown suit with a flower on his lapel, talk to him. (12122) Take a cab, then fly to Algiers.
Algiers
Go to the beggar then talk to him. (223) Go left then go to the back alley. Talk to the servant (113) then give him Trottier’s business card. Follow him then go left to the street. You will see a lot of spots and houses, but you won’t see the servant. See the red spot, wait till he comes to the market then click on the market. Talk to the man with the red fez. (431312) Return to the back ally, then wait for the servant. Give him the fez, then talk to him. (1) Talk to him again (1) then follow him to the street. See the red spot, that is the servant. Follow him around, until he enters a building. Follow him in. After the conversation, talk to Omar. (1211) Go to the closet, then Omar will follow. Quickly leave, then close the closet door. Talk to him (211) then open the closet door. When he leaves, take the stick from the pot at your screen. Look at the cloth above the window, then use the stick to get it down. Take the two statues on the table, then use the camel. Ride into the desert. A lot of nomads are riding on camels, if they catch you bribe them with a statue. Go to the nearest nomad’s camp, then give him you’re map. He will tell you in which direction to go. Keep asking nomad’s until an X appears, go there. When you arrive, go left to the dig site.
An Old Dig Site
Go to the ladder, then you will go down into the pit. It'll be pitch black. The longer you stay in the dark, the better you'll see as your eyes get accustomed to the lack of light. Move the mouse around then touch everything that pops up on the command line. Pick up a long tubular thing, a sharp piece of wood and a clay thing. There's a portable generator in here with an on/off switch and a gas cap. Go outside to the truck, then use the hose with the gas tank. Use the jar with the end of the hose. Go back to the generator, open the metal cap then empty the jar into the pipe. Use the on/off switch, then the lights will go on. Look at the painting and the round circle then push the circle. Take the statue from secret compartment, then go right to the wall. Use the ship's rib on the crumbling wall then look at it. Turn off the generator, then open it. Take the ceramic thing inside. Return to the truck, then open the hood. Use the spark plug on the engine. Use the orichalcum with the statue, then use the statue with the spark plugs. Open the door, then take the telegram. Use the truck, then go to Monte Carlo.
Return to Monte Carlo
Talk to Trottier (1) then talk to him again. (2) After the conversation, Trottier will get kidnapped. You will follow him in another car, ram the Nazi’s car until a big car crash accurse. Talk to Trottier. (421331121) After he told you where he threw the Sun Stone, look at the street sign at the crash site. The streets are arranged in alphabetical order from left to right and from bottom to top. Once you find the correct drain, look at it then return to the hotel. Take a cab, then fly to Thera.
Thera
Talk to the Port Authority (111) then talk to him again. (111) Look at the crate near the tent then go left. Look at the basket, then go left. Walk to the path away from the dock. Go to one of the three paths in the mountain, then you look around. Close the lid of the box, then look at the paper. Take the invoice, then go through the entrance. Go left then take the entrenching tool from the crate. You will hear a big crash. Return to the exit, then look at the cave in. Push the entrenching tool, then read the note Sophia left. Return to the previous room then close the bronze door. Use the Sun Stone with the peg, then look at it. Align one of the circles with the Horns, then press the spindle. You will hear a click noise if you are right. Open the door, then look at the carved sign. Take it, then close the door. Take the stone disk, then return to the cave in. Use the entrenching tool with the blocked door. After the cut-scene, return to the dock then talk to the Port Authority. (1) Give the carved sign to him, then talk to him again. (1) Open the crate near the tent, then take the big rubber balloon. Take the giant basket and the fish net, then return to the place in the mountain. Use the fish net with the balloon then use the basket with the balloon. Use the hose with the balloon, then use the balloon with the vent. Ride you’re balloon, then find the submarine. When you see it, land on it. Later, climb the ladder then open the hatch.
Indiana Jones And The Fate Of Atlantis Walkthrough
The Submarine
Go down to the lower deck, then go down again. Go right then listen to the conversation. Later, climb the ladder then talk to the guard. (1) Talk to him again. (2) Go left then take some bread and some cold cuts. Use the cold cuts with the bread to make a sandwich. Go back to the guard then use the sandwich. Open the lockers, then take the Moon Stone and the Torpedo Instructions. Go left. After the cut-scene, you will arrive in Crete. Return to the lower deck, then go left. Talk to the sailor (211) then go right to the end of the sub. Take the oily rag from the torpedo then take the clothes line you passed by. Go way left to the end of the sub then use the oily rag on the wires. Use the Torpedo Instructions with the control panel then pull the lever. After the quick fire escape, open the trapdoor. Go right to the end of the sub, then use the Torpedo Instructions with the control panel. Open the torpedo tube then use the clothes line with the lever. Get in the tube, then pull the clothes line. You will go out like a rocket. On the dock, look at the stone pedestal. Use the two stones on the pedestal then align them with the Horns. Press the spindle, then a door will open if you are right.
The Labyrinth
You will see a shelf with three statue heads, look at them. Take two of the heads then go through the door. On the other side, use your whip on the third head. Now the door is closed and there’s no way out. Go up through the doorway then go left through the doorway. Go through the doorway next of you, then look at the statue and it’s head. Whip the head, then it will roll down to the floor. Walk to the platform, then it will go down like an elevator. Look at Mr. Sternhart and the note, then take the World Stone and the staff. Take the scarf, then use the comb with the clothes line. Look at the waterfall, then use the chain that's behind it. When you’re at the top, go through the left doorway but be careful not to step on the platform. Put the three statue heads on the shelf, then the gate will open. Go through then go up. Go through the right doorway, then you will enter a room with a gold box and a counterweight. Look around, then use the staff on the chock. Leave the room, then go up through the doorway. Go right until you reach a room with a big face. Use the staff in its mouth. The elevator will go up as the counterweight comes down. Take the gold box, then go up through the doorway. Look around then put an orichalcum in the statue. Put the statue in the hood of the machine, then watch it go. Go through the hole. You will find a map room. Use the three stones on the pedestal, then align them according to the pictures on the three doors. Press the spindle, then a door will open if you are right. Take the stones, then enter through the doorway. Go through the doorway on the right, then open the box. Put the orichalcum in the box, then close the lid. Use the scarf with the comb, then use the comb. Look at the bones, then you will find another orichalcum. Leave the room, then use the comb with the scarf. Use the comb, then it will point to the wall. Use the ship's rib on the wall, then a door will appear. Push the door, then go through. Pick up another orichalcum. Look around, then open the box. Put an orichalcum in the mouth of the subway car, then it will take you to Atlantis.
Atlantis: The same as Team path, but the score is different at the end.
You'll be in another pitch black chamber, it's actually an air lock. Anyway, pick up a wooden thing that's around here somewhere then use it on the stone rubble to the right. Go up the ladder, then Sophia will be captured again. Feel around for a stone box then open it. Pick up the metal rod that's inside, then use a bead to light up the room. Here is a door, a statue and a spindle. Use the three stones on the spindle, then align them according to the dialogue. Press the spindle, then the statue will open its mouth. Use a bead in the statue’s mouth, then the door will open. Take your stones and the ladder then go through the door. Save your game.
Kicking a Nazi’s butt
The little brown man is you, the little green men are the Nazi soldiers. If you get into battle with one of them, you can either run away or pick up a fight. Hear is a quick way to win a fight, press the Ins key. You will get a sausage as a reward, but only once.
Going around the big circle while entering rooms and collecting things
When you move the mouse cursor all over your screen, you will notice this: ? That is an unexplored room. Now let’s go explore the rooms around the entire circle, also when you come to a room with a vent open it then go through. Let’s get a: bronze gear witch is on a wall next to a machine, spoked wheel witch is inside a broken machine, a statue head and another eel sculpture. When you get to a room with a hole and a statue holding a cup, use the ladder to cross over the hole and take the cup. Don’t forget to take the ladder when you leave the room. Go down the long hallway on you’re right, then keep going until you reach a subway. Take the rib cage from the skeleton then leave the hall. When you go through a crawlspace and end up in a room with a dungeon and a statue next of you, use a bead on the statue then watch it mangle the guard good. When you come to a room with two double doors and a fish statue with a pool, look around then leave. You will come back later.
Using the items
When you get to the lava room, use the cup on the pedestal then use the fish head on the plaque. Lava is going to come out and fill the cup. Put back the fish head then leave the room. Go back to the machine room then look around. Put the spoked wheel on the peg then go to the top of the stairs. Pour the lava into the funnel. The machine will smoke, gears will turn, lights will light and the animal will spit out ten beads into the dish. Take the beads and the wheel then go to the crab room. You have to use the rib cage to capture a crab. First, bait the cage with the sausage then put the cage into the pool. Eventually, you will catch a crab.
The canal, Nur-Ab-Sal and the Colossus
Return to the Sentry Room then use a bead on the eel statue. It will dry out the water. Feed the fish statue with a bead, then the door will open. Go through then go left to the dungeon. Pick up the statue part then talk to Sophia. (111) Leave the room, then go up to the canal. An octopus is in the water, use the crab in the cage to satisfy its hunger. The octopus will leave with a burp, now you can cross over to the other side. Get onto the crab thing then put a bead in its mouth. Go left then use the stones on the spindles to open the gates. You'll eventually reach a section where there's another flight of stairs. Go up, then enter the room. Take the crescent machine part in the cupboard. Close the cupboard door then look at it. Leave the room, then get on your crab cab. Go left through the gate until you reach another doorway. Go through, then you will reach another room with a statue. Use the ladder on the statue, then open up its chest plate. Save now, because the game screws up here a lot. You turn invisible sometimes and sometimes the thing’s you have to use on the statue won’t move. Look at the chest. Put the spoked wheel in the centre then put the mouth on top of it. Put the crescent on the right. Place the gear at the top left peg then put a bead in the mouth. The right arm will go down. Go down the ladder then attach the chains to the loops. Go back to the chest, then move the gear to the lower left peg. Feed the mouth again. Voila, the door rips off and a hinge pin lands on the ground. Go down the ladder, then pick up the hinge pin. Now go all the way back to Sophia then give her the hinge pin. Open the gate. Tell her you have plan, then tell her to brace it with the pin. After the quick romance scene, open the cage then take the hinge pin. Now go all the way back to the statue room. Go through the doorway then get ready for a spooky part. After the conversation, (11) follow Sophia then look at the strange carving on the wall. Enter the room, then go to Sophia. Talk to her. (21121231) Look at the necklace then put an orichalcum in its mouth. Quickly use the gold box on the necklace. After the death of Nur-Ab-Sal, go left up the steps. Look at the skeletons, then take the sceptre. Leave the room then go left down the hall. You will see some graffiti on the left wall. Write it down, then go through the door on the right. Here is a big machine and some more graffiti on the floor. Write it down, then climb the machine. Put a bead in its mouth. The engine will start but the thing won't move. Use the first writing that you wrote down, then put the rod and sceptre in the slots. The machine will start to go, but you have to stop it somehow. Look at the second writing you wrote down, then use the levers. Now the machine will go out of control and it will make a hole through the wall. Go through the little doorway at the bottom right, then you will enter a big cavern with tons of doorways all around. Go through the right doorway then go up the steps through the right doorway. Go right then go up the long stairway. Write down the picture on the wall, then go down. See the two doorways, go through the left on. Go up the steps then go through the left doorway. Go through the right doorway then go through the left doorway. Go up the very long stairway to the right then go through the left doorway. When you reach the honeycomb on the ground, try crossing it to the other side. Go right to the colossus. Go in, then use the stones on the spindle. Align them like the picture, then you will activate the Machine. Kerner pops out. Later, talk to him. (11111221) After Kerner’s fatal transformation, talk to the Doctor. (11234321) Now he will try to become a God. After his hideous transformation, the whole place starts to fall apart. You and Sophia run out to the air lock while escaping with Kerner's sub. Just look at that beautiful sunset.
Indiana Jones And The Fate Of Atlantis Walkthrough Crete
The End