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, but upon opening it you'll find that something's missing.
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 ut 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 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 gold 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 7 for complete help for the last stages of the game. Now, lets check out the team path. As you may have guessed, several puzzles here will require teamwork, and you may just hear some hilarious dialogue from these co-stars.
Anyway, now that Sophia has joined you, she tells of two leads Head for the second option. 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. 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. 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 could scare him somehow, but not by yourself. Like a ghost? You need to add to it. You'll need it. You're pretty scary, but it's not enough. You'll scare Trottier off, and he will leave his sunstone. Pick it up, and that's it for Monte Carlo. Back in Algeria! Tell Sophia to assist the knife thrower. She'll tell you not to PUSH her into his 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. 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. 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 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 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. 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. Now you can head out to Crete. 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 rooom 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 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. If you do this correctly an X will shoot out. 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 near where you landed 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.
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 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. Also take the orichalcum beads. 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. 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. If you go down too far, the Nazis will spot you. You've got to get them somewhere else. 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 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.
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 to Part 7 for hints. But don't expect finishing the game to be as simple as that--this route presents its own set of mental challenges as well.
As always, make the trip to Monte Carlo. Passers by can tell you what he looks like. Ask him about Atlantis, and he'll give you a business card. Go to Algiers. Give the shopkeeper Trottier's business card and ask him to go see Mr.
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. 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. Now use the camel and take a ride into 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. Ignore the truck, it won't run again. 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. Don't try anything with him or you'll be shot to death fast. It will eventually come to a standoff What to do now? Keep the comments to yourself, please -With something you've seen Indy use many times before this game.
Now beat him up in a fair fight. Climb the rope to get to a hot air balloon. You'll be blown off to Crete. You'll land in a grassy field. On the Fists path, a Nazi will step out. No big deal, floor him and be on your way.
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 Now explore and find a room with a minotaur statue and a sinking floor panel.
Use the whip on the stautue 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 mounth 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? 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, so you won't have much trouble beating him down.
After proceeding, you'll be in a room with four doors. 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 Arnold's tough, but not tough enough to beat this thing. Now it's rolled backwards and blocked the doorway you entered from.
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 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.
Update this info. Made by LucasArts, this game shares both the great LucasArts interface and great production values. The game involves Indy investigating the lost "City of Atlantis" duh. Overall this demo looks and sounds quite impressive, and the well thought out interface makes it easy to get into.
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