-------------------------------FATEHELP v1.5---------------------------------
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!
Story Line: 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. Nazi agents are about to get their hands on the ultimate weapon, more
powerful than the atomic bomb. So Indy's gotta go save the world again, before
the Axis Powers gain the deadly secret that sank Atlantis and use it to win
the war.
Introduction
You begin your game in a dark labynrith, or rather an attic.You need to find a
strange statue. Look around the room and click on the PECULIAR STATUE. You'll
fall into a lower room. Instinctively you'll want to go through the gaping
hole, but Indy will say it's too dangerous. Instead, pull the rope. Crash!
You'll find yourself in the university library. There's an exit, but it's
blocked. Go to the isolated shelf and click on it. The bookcase will fall and
send you down. You'll land in a basement. Again you'll want to go down the
coal chute, but Indy won't. Go to the cat figures and click on two. The second
cat is REAL! You'll jump back and fall down the coal chute. You'll land in the
utility room. Open all 3 lockers and don't bother the furnace. The statue will
be in one of the lockers.
The adventure begins
Indy retrieves the statue, and returns to his office. Marcus Brody (his
colleague) and some guy named Mr.Smith are waiting. Indy was sent to get the
statue for Smith. Smith takes the statue and opens it with his key. Inside,
is a small coppery bead. "Jewelry perhaps?" asks Marcus. Suddenly Smith draws
as gun and steals the statue. But Smith turns around to signal a getaway car.
Indy jumps, and the ever so often Indy VS. Crook slugging contest begins.
Smith finally manages to throw Indy off, but Indy tears off some of Smith's
coat as he gets away. "Klaus Kerner, eh?" says Indy. He's a Nazi spy. Also
in the coat is an issue of NATIONAL ARCHAEOLOGY. Inside is Indy's picture
from his job a while ago in Iceland. His name is circled, along with a young
woman's picture. "That's Sophia Hapgood. A spoiled, rich kid rebelling against
her family. She gave up archaeology to become a psychic." Anyway, Indy's off
to find Sophia Hapgood, and that's in New York City.
New York
"The show's sold out sir." is the only thing the clerk at the theater will
tell you. Madame Sophia is inside. Go to the newstand and pick up the newspa-
per. Go to the back door. Open it, and tell Biff the doorman that you have to
see Sophia. Tell him she's the greatest, and tell him she makes things so easy
to understand. Or, few can resist the insults that they see and go ahead with
their first rude comment. Aggravate Biff enough and start a fight. If you
lose, try again later. But, he's pretty easy to beat. There is yet another way
to get in. Go the crates. Push and pull them around. You'll eventually find
your way to the fire escape. Climb in.
Inside, talk to the stagehand. Keep bugging the guy. You can watch Sophia's
seminar on Atlantis, or hit ESC to skip it. Give him the newspaper. Just keep
pressuring him until he takes it and leaves to read it. You still can't go to
Sophia, but, play around with the levers. When the lights turn green, hit the
button to send the white prop onstage.
In Sophia's office, you discover Kerner has already come and ransacked her
place. But, you'll find an orichalcum bead like the one Kerner stole. Watch
as she puts the bead in her necklace and produces a large blue wave of energy.
Now, go to Iceland.
Iceland
Go to the digsite and talk to Dr. Bjorn heimdall. He's chipping away at an ice
obscured object. Talk about Plato's Lost Dialogue. He'll tell you speak to
either Costa or Sternhart. Now you'll have the option of going to the Azores
or Tikal. Go to Tikal.
Tikal
Make your way into the jungle. You'll find your way through, but there's a
chasm. There's a tree you can use to cross it, but there's a giant anaconda on
it. Indy's scared of snakes. Your whip won't help here. Go back to the jungle
and observe the large rodent. Whip it. When you do, it runs to the nearest
pathway. Keep scaring it until it comes to the path that leads out of the jun-
gle. Whip it, and it'll run out...to the snake! Snap! The rodent it caught by
the snake. As they struggle, the fall into the chasm. Climb the tree and
cross. Sophia will join you, but as you try to reach the temple, Sternhart
will not let you in. He'll ask you to name the title of Plato's Lost Dialogue.
Keep in mind that your none of your response choices are correct. Talk to
Sternhart, and eventually a response will be "I don't know the title."The
parrot will squawk "TITLE!!!"Talk to the
parrot over and over. Until you get "Title?" as one of your dialogue choices.
"Hermocrates!" says the parrot. That's it! Talk to Sternhart and tell him the
answer.
Inside the temple, you'll see several spiral designs. One of them is more
deeply etched, with tarnish preventing Indy from taking it. Talk to Sophia.
Tell her to keep Sternhart busy. Go out, and pick up the kerosene lamp. Open
it inside. Although Sternhart will remark that you took his lamp, who cares?
Use it on the deeply etched one, and the kerosene will eat off the tarnish!
Then you can pick up the spiral symbol.
However, now that you have the spiral what are you going to do with it?
Here come a series of hints. Starting with a gentle one, and ending with a
solution.
1.Okay. What does the spiral symbol bear a resemblance to?
2.What else could be shaped like that?
3.An elephant's trunk!
4.What needs a nose around here?
5.Look at the animal head.
6.What does it look like? Indy will say it needs a nose.
7.Think. What would it look like with the nose?
8.An elephant.
9.They would go great together!
So use the symbol with the head to form an elephant head. Pull the nose. A
secret panel opens, with a strange stone and a tomb. Sternhart will snatch the
stone, but you can pick up the orichalcum bead. Now, you've found all you'll
need. Return to Iceland.
The Return to Iceland
Poor Dr.Heimdall has frozen solid! Oh well. The ice obscured object now has
been partially chipped out, exposing an eel's head with an open mouth. You
can't pull it out, but you can put the orichalcum in it. It's worth a try.
The eel figure will burn itself out of the ice! Take it and go to the Azores.
Azores
Tell Sophia to talk to Costa. Now you'll control her. Talk to Costa about
Plato's Lost Dialogue. he'll want to trade that info for your necklace. You'll
automatically refuse. Return control to Indy after you ask if he'll do
business with him. Now as Indy, give him the eel figurine. He'll tell you that
the Lost Dialogue can be found in the Pearce Collection. Barnett University
owns that collection!
Barnett U
Okay. Go to your office before attempting any search of the College. Open your
icebox and pick up the mayonaise. Now go back to the main building. Go up-
stairs. You'll be in the library again. You won't need the textbooks. Go to
the school desk. Pick up the wad of gum. Climb the rope to go back to the
room with the gaping hole, you remember, don't you? Look aroound for an
arrowhead and pick it up. You can't get up to the hole which you fell down at
the beginning, can you? Here's my hint series again.
1.You'll need to boost yourself up.
2.What's tall enough?
3.The totem pole looks tall enough, but you can't move it!
4.What process may help it move?
5.Lubrication of its base might.
6.You have something that could lubricate it.
7.What is the only thing in your inventory that has grease?
8.Your mayonaise!
9.Use the mayo with the totem pole and pull it up.
Now you should be able to climb up.
You're back in the attic. I think the location of the dialogue is random, but
here's a list of possible locations and how to reach them.
In the attic, open the urn. You should find a key. Go to the candleabra. Pick
it up, and open the chest. It MAY be there. If not, go back down to the room
with the totem pole. Move the crate, and you'll reveal a locked chest! Use the
key on it. No lost dialogue?
My hints for the bookcase bgin now.
1.Look at the fallen bookcase.
2.It may be posssible to open it from the back.
3.What's keeping the back on it?
4.Screws!
5.A screwdriver could remove the screws, but you don't have one. Do you have
an acceptable substitute?
6.Think. What's sharp and pointy enough to be wedged into the screws to pull
them out?
7.The arrowhead!
8.It'll work, but only once. Indy will say that he needs to portect his hands.
Go downstairs to the furnace room. Pick up the oily rag and the coal.
9.What is soft enough to prtect Indy's hands?
10.The oily rag.
11.Use the rag with the arrowhead to form a protective way of opening the
back.
12.Use the wrapped arrowhead on all the screws to open the back. STILL no
lost dialogue?
OK. Return to the furnace room.
Go to the coal chute. Use the gum with the coal chute. You'll now be able
to climb up. Okay. You've seen this place before. It's the place where the
cat scared you. Look at the pile of books. If it's not there. Open the drawers
on the wall. If not there, even, look at the cat figurines. One of them
will be made of wax. Take the wax cat down and throw it into the furnace. The
wax will melt, and you'll have Plato's Lost Dialogue.
The Paths
You'll find yourself back in Indy's office. Should you join Sophia? Go alone,
using your intellect? Or go around slugging your way to Atlantis? Go ahead.
FATEHELP covers all 3.
Wits Path
Monte Carlo
Okay. You have the Lost Dialogue, so read it thuroughly. You'll need the info
about Atlantis. You're in Monte Carlo to find a man named Alain Trottier who
knows something about Atlantis. The street is full of strangers, so you'll
have a hard time finding Trottier. Fortunately, you have FATEHELP. Trottier's
the guy with gray hair and a brown suit. Talk to him. Tell him you're Indiana
Jones of Barnett College. Then tell him you're just a simple professor. He
will then ask you a question about Atlantis. You can answer it if you read the
Lost Dialogue of Plato. I know the answers, but hey, I'm not going to
COMPLETELY spoil your game. If you get it right, Trottier will tell you that
he knows little about Atlantis, but he'll give you a business card. He'll
leave, and he won't show up again until much later in the game.
Algiers
Make your way to the back alley. You'll find the shop of Omar Al-Jabbar, a
dealer with strong ties to Trottier. The servant will not do much until you
give him Trottier's business card. He'll leave, and come back. "Mr. Al-Jabbar
says he's sorry, but he can't see you now." is his only response. You can
tell him to go again, but he'll say the same thing. You can follow him, but
there's no way to tell who he is in the city streets. You'll need help.
Sometimes, a man in a red fez will appear in the streets of the market. I
reccomend you save your game right before approaching him. Talk to him. Tell
him about the fez and that it makes him look festive. He'll give it to you.
Return to the shop and give the fez tho the servant. Then tell him to go to
Mr. Al-Jabbar again. Follow him, and enter the city streets. The servent will
now stand out in the crowd as a red dot. Track him, and stay close. Then, if
you're close enough, Indy will say "The servant's ducking into that house!"
Get to the house. You'll see the servant talking to Omar. Approach them. The
servant will leave to alert the police, and you will be left alone with Omar.
Omar won't let you touch his stuff, and he'll follow you around to make sure.
Go into the closet and he'll follow you there. Close the closet door, and
you'll have Al-Jabbar trapped!
Pick up the two statues in the room, although they aren't essential. Move the
cursor around. You will notice that the hanging cloth is highlighted. What's
so special? Something is.
1. What can you use to bring it down.
2. Something long.
3. Something you can use force with.
4. Your whip? No.
5. What else is long?
6. The pole!
Use it on the hanging cloth. You now have Al-Jabbar's map.
The Desert
Use the camel outside the window. You'll have to maneuver it around the
desert. Watch out for trouble. If you're caught, you're apt to wind up back
in the city. But remember the statues you may have picked up? Give one to the
troublemakers to go on. Stop at each nomad camp and give them the map. They'll
all point you in the right direction to get to the X on the map. Finally, stop
at the oasis. The nomad will say you are very close to the dig site. The X
will now appear on the screen.
The Dig Site
Go to the truck. Open the door, and pick up the letter to Klaus Kerner. The
truck is missing essential items. Go down into the mining area. Feel around.
Pick up the clay jar and rubber hose. There's an orichalcum bead! Get the
ship rib too. Also, there's a big metal thing in the middle of the room.
A portable generator? That could make some light. But it needs fuel.
1. What thing in the dig site also uses fuel?
2. The truck.
3. But how are you going to get the gas?
4. You've heard of siphoning, haven't you?
5. The hose will be a good tool. Use it with the gas tank.
6. But what will you use to store the gasoline?
7. It is old, and you found it here.
8. Use the clay jar with the hose, and you'll have a jar of gas.
Return to the mine and open the generator. Use the jar with the gas filler
pipe. Then press the button. You now have light!! Now look at the painting to
the left. Push the round object. A secret door will open! Pick up the statue
that is inside. You've found everything in the dig site that you'll need, but
your camel is no good. You'll need to use the truck. No spark plug or battery?
You'll need to borrow something from the generator. Turn it off and pick up
the spark plug on it. Now you'll need a battery. Use your orichalcum bead with
the statue you found. Now use it with the engine! You're all set.
Monte Carlo
The letter was orders to Kerner to arrange a kidnapping of Trottier. Now go
to Monte Carlo!! Find Trottier, and tell him. Give him the letter. He'll
refuse to believe you, and waves his sunstone (If you've read Plato, you'll
know that the Sunstone is one of 3 magical disks needed to open the gates of
Atlantis.) Bad move. Nazis grab him, shove him into a car, and take off.
Its up to you you chase them. Maneuver through the streets and attempt to
ram the Nazis' car. Observe the streets. It'll take many hits, but eventually,
it'll blow. The nazis will flee, and Trottier will tell you about the island
of Thera being the lesser colony of Atlantis. He doesn't have the Sunstone,
but he'll tell you the street corner he dropped it in. Keep the names in mind.
Search the streets until you find the correct one, and open the gutter to find
the sunstone. Thera will appear on the map.
Thera
There's no way off Thera. Well, actually, if you look at the crate, you'll
know that the hot air balloon could do just that. You'll also see the big
basket. You've got the potential for treansportation. But the port authority
will tell that you need an invoice to claim the balloon. If you ask him about
the basket, he'll say that he will make a trade if you can bring him an
artifact from an expedition in the mountains. So, go there! You'll find a gap,
a cleft, and a notch in the mountains. Explore all three. I have a feeling
that the correct one to explore is random, but when I played it was the gap.
Once you've found the right one, you'll see the abandoned site. Go into the
cave. You'll find a passage that's walled off. Oh well. Close the door, and a
small section in the wall will open. There's a spindle. Use the sunstone with
the spindle. It fits! Look at it. You can rotate the sunstone. What's the
right thing, though? Plato can tell you, but since you can just keep trying
until you get it right (later puzzles will be much more sophisticated), do it!
Remember what Trottier said about Thera being the lesser colony of Atlantis?
The Lost dialogue says that at the lesser colony, rotate the sunstone until
the setting sun is aligned with the tall horns. (The correct alignment changes
from game to game!!
Do that. Then push the spindle.Nothing will seem to happen. Pick up your
sunstone, and open the door. No passage, but a stone tablet with an
inscription will appear. Take it. Pick up the entrenching tool. A cave in!!!
You're trapped in the cave. The answer is pretty easy. Open the entrenching
tool and you'll find a note from Sophia. A cutscene will show her being forced
onto a Nazi submarine by Kerner and Dr. Ubermann. Use the entrenching tool to
get out. When you get out, close the crate that you find. Pick up the balloon
invoice.
Return to the port. Give the invoice to the port authority and take the
balloon. Then give him the tablet to pick up the basket. Then pick up the
fishing net. Return to the mountain site. If you use the balloon with the
basket it won't work. Instead, use the net with the the basket and then use
that with the balloon. But it needs hot air! Put the rubber hose you found
back in Africa on the gas vent. Then use it with the balloon. So long Thera!
Out at Sea
You're now drifting in the sky. You'll have to move along by venting hyrdrogen
and dropping the ballast. There's nothing on the islands, but find the sub.
Vent hydrogen until you land on it.
The Nazi Submarine
Indy will beat up the sailor and pick up the uniform. Climb down into the sub.
Talk to the guard. He'll tell you that he's guarding the moonstone. Plato's
lost dialogue said that the Moonstone was needed along with the Sunstone to
enter any Any Atlantean settlement greater than an outpost or the lesser
colony. You'll need to get it. Go to the left and pick up some cold cuts and
some bread. Use them together amd you'll get a sandwich. Go back to the guard
and use it in front of him. When he complains, tell him to go make his own. He
will, and you'll be able to open the lockers and get the Moonstone. There is
also a small booklet called Torpedo Instrctions. Take it. Now go to the right
side of the ship. Pick up the clothesline. You'll see Sophia, but you can't
do anything. Now go to the far right, where the Captain is, and pick up the
oily rag lying on a torpedo. Now return to the far left. You'll see a damaged
torpedo tube. Use the instructions with the control panel. The sub heads
towards Knossos on Crete. Now you'll have to get off. There's a guard on top,
so you'll need to find another way out.
1. Alright. There's only one other way to get off.
2. It involves firing.
3. The torpedo tubes! At the far right. You could escape, but the Captain
won't let you.
4. You'll need to get everyone away from there.
5. You could create a distraction, but how?
6. Remember the damaged torpedo tube that you activated? Pull the lever.
Sparks!
7. You could make a fire from the sparks, but you'd need something to burn.
8. Think. What is flammable?
9. Grease!
10.What do you have that contains grease?
11.You picked one of these up back at Barnett College.
12.The oily rag will work.
13.Use it with the wires and pull the lever. You'll make a fire, and the
working torpedo tube won't have any guards.
14.Open the torpedo tube and activate it with the instructions.
15. But when you get in, you'll need to close the tube. No one will fire it
for you.
16.You have something that you can use.
17.Tie the clothesline to the lever.
18.Get into the yube, and pull the line. You're off the sub!
Crete
Don't even bother going to the left. There's |