|
Walkthrough

by Jennifer Miller
Beyond
Atlantis II (Atlantis III):
A journey through absurdity
A big hello to everyone
out there! This is my first attempt at writing up a walkthrough for
any game. I have been a gamer for nearly seven years, and yes sadly,
I have at times made use of these walkthroughs. So when I was asked
to make one for the latest installment of Cryo's Atlantis series,
I jumped at the chance. Ah, yes, little did I know what a huge undertaking
this would be. Beyond Atlantis 2 (or Atlantis III as our European
friends like to call it) has some of the most abstract environments
and fiendish puzzles I've ever had to deal with. Of course, this is
no Schizm, Rama, or Obsidian, but be fair warned! This is no Sunday
walk in the park.
Basics
I played this game from
an early release, so I apologize ahead of time if things have changed
from my version to yours. The only real bug I found in my version
is a problem with autoplay and virus software. If you are running
this game under a Windows platform, I recommend you have autoplay
and any virus software turned off before going too far into the program.
There will be one place where you have change to disc one, causing
the autoplay program to begin and try to load the game while you are
playing. In my version, this caused the game to dump me out and lock
up my machine, having to reboot in safe mode and uninstalling McAffee.
Just a lovely evening all around. Otherwise, the game proved to be
very stable.
For left and right movement,
I sometimes abbreviate with L and R. I mean, who doesn't? And for
more complicated solutions, I have supplied visuals from a very rough
walkthrough found here:
http://members.tripodnet.nl/gamesolves/sol/atlantis3/atlantis3.htm
This game has your basic
node-to-node movement with 360 degrees of view within each node. Available
paths are shown with an arrow cursor and objects that can be interacted
with are shown with an action cursor. The options and save game screen
are revealed with the Esc button and you can look with at your inventory
by right-clicking your mouse. For more details on the options screen,
consult your game manual. Of course, you all were good children and
bought your game from the nice people at Dreamcatcher, right? (smile)
Well let's get started!
Hoggar
Select your player and insert disc 2 when prompted. The opening movie
begins with the discovery of a crystal skull within some Peruvian
ruins by a man with a laugh to befit any adventure game villain. This
must be our nemesis! Afterwards, we watch as our astute heroine (played
by actress Chiara Mastrionni) crashes her car after being distracted
by a stray antelope. Hasn't this girl ever played Amber? We all know
that you always keep your eye on the road if you want to hold on to
your car. She is then rescued by a desert traveler, the Targui, who
informs her that he has to kill some men at the site of her excavation
before he can help. Sounds pretty foreboding (or pretty stupid) to
me. And of course, Chiara has to follow to get in on the action.
Once arriving at the site
of the well, the game comes under your control. Not much in the way
of scenery here, so take the only path available to you. Once moving
forward, Chiara should mumble something under her breath to let you
know you are moving in the right direction. But be careful, they are
guards all over this joint. And like all evil guards, they don't have
nice dispositions. Don't try talking to any of them as they only get
angry and knock you out. Best to keep to the perimeter of the camp.
Eventually, you will run into of those nasty guys, but your friend
the Targui intervenes to do away with him. Aw, my hero! Not bloody
likely, as Chiara informs her friend that she's a big girl and can
take care of herself. Finally! I thought April Ryan was the only liberated
woman in adventure gaming! Continue onward through the camp and you
will arrive at the entrance to a cave. Sure, we all know that caves
are cool to explore, so go ahead and take a look inside.
Cool machines! But no one
is around to operate them. Go ahead and leave them alone. Take a look
at the cool design on the floor.
Spinning Top Puzzle
The object of the game here is to recreate the design of a pentagram
on the floor by correctly activating five lights on the circle. "But
with what?" you ask. Check out your inventory. Most people carry
their wallets or car keys with them. Our darling Chiara likes to carry
a clay disk and peg in her pockets. Go figure. You need to use these
items to make a top that will be used on the design. Place the disc
on the ground first, followed by the peg. These will form your needed
top. Now, in which order do I need to spin this thing? What? (blink,
blink) You want me to tell you? Oh right, I'm writing a walkthrough.
Almost lost my head for a second.
Okay, start out by numbering the marks at the top of the circle 1-5,
from left to right. Here is the order in which the top needs to be
dropped: 4, 1, 3, 5, 2.
After completing the puzzle, the strange doorway in front of you should
start to glow. Cool! Let's take a look!
Ancient Egypt
After a sequence that reminds of the time traveling bits from The
Messenger and the dimension shifts in The Longest Journey, you arrive
in what appears to be a burial tomb within an ancient Egyptian pyramid.
Okay, so you don't know that it's in a pyramid, but I thought I'd
tell you to save you the trouble. In the center of the room sits a
large sarcophagus that is sealed tight. And a terribly annoying bird
flies around the room. Go ahead and take a look at the exit. There
is no way that you are getting of here without help. Let's check out
the walls of this place. Know anything about hieroglyphs? If you turn
back towards to the sarcophagus from the doorway of the tomb, you
will see a five-pointed star on the right wall with a large eye in
the center. After playing with the star, you figure out that by clicking
on the lateral points, you can make the star shift from the left to
right. Kind of like a safe lock. But where is the combination? Take
a look on the opposing wall. See those symbols? I do believe this
is your solution. Go back to the star and try this combo (just make
sure the star is in its starting position beforehand). Move the star
in these directions: L, R, R, L, R. Creak! The sarcophagus opens!
Oh dear, and out jumps an altogether too jolly mummy. This guy is
no Billy Zane, let me say that. He introduces himself to you as your
Pyschopomp. Don't ask me what a Psychopomp is; I just write the walkthroughs.
The mummy says he will
explain your quest to you, but he seems to be pretty forgetful as
to what that is. Must be all the dust in his brain. He will then give
you a box. Go ahead and open it. Yes children, that's a scarab, but
I promise you, this one won't crawl under your skin like those seen
in The Mummy. In fact, the little guy doesn't look too spry at all.
Go ahead and talk to your new friend about the scarab and any other
questions you may have. Not very helpful, is this guy? Geez, where
is Arthur when you need him? (Yes I was one of the few that actually
liked Arthur from JP3!) Unfortunately, you are still clueless as to
how to get out of this tomb and the last thing you want is to end
up shriveled and dusty like your friend. If only you could take that
annoying bird and fly out like he could. Hmmm . . . take a look around
on the floor near the back left of the temple. See anything behind
the back left pillar? I thought so! Put the wooden bird in your inventory,
and then return to the doorway. Take the bird in your hand, then click
forward to fly out of the temple. Wee! There we go!
After flying to the top,
you see the entire landscape. Quite nice, huh? Turn to see the Psychopimp,
er pomp (this is a family page!) sitting in a wooden boat. Talk to
the mummy before boarding the craft. Still not too helpful, but this
high priest sounds promising. Go ahead and board, and he will take
you to the temple. While in flight, he supplies you with a map of
the area. Hey, didn't some guy try to sell me one of these things
in Hollywood? Except this one is missing Mel Gibson's house. Rats!
After another nice cut-scene, the mummy drops you off on a beach.
It's no use talking to him or going anywhere else before you talk
to the priest. Enter the temple through the bat-infested passageway,
and make sure not to step in the guano. The priest hates it when people
leave guano tracks all over his floor. The priest will automatically
start talking to you once you enter his temple. He will tell you about
how the pharaoh is dying and needs the symbols of judgment and life
in order to be reborn and save the land from its current drought.
And guess what? You are just the girl for the job! Great! After this
conversation, the priest won't talk to you anymore. Okay, guess we
have to find those objects of salvation.
Temple of Isis
Return to the ship and exhaust all conversation options with the mummy.
Afterwards, open your Hollywood map and select the large temple in
the upper left corner. This is the Temple of Isis and the next stop
on our tour. Upon reaching the ruins, exit the boat and enter in.
You'll meet the temple priestess, who after a sad tale of her story
being lost, is not much on conversation. Very friendly people we have
here in Egypt! Look towards the wall covered in pictures and hieroglyphs.
In order to solve this puzzle, you must reconstruct the story of Osiris
and Isis by placing the pictures and their corresponding text in the
right order. By clicking on a text stone, the priestess will read
it to you.
Okay, here is the right
order. I will describe the picture plate, then type out the text that
corresponds to it in italics. These go from left to right, like reading
sentences.
1. Isis is seated at
left while Osiris stands to the right. Osiris, son of Earth and
Sky, is Pharaoh and Isis, his sister, is Pharaoh's wife. He brings
knowledge to Egypt.
2. Seth, the man with
the dog head, stands solo at center with flames behind him. Seth,
twin to Osiris, is jealous of his brother and plots his murder.
3. Seth stands with a
large casket. During a feast, Seth offers a splendid casket to
anyone who can fit perfectly inside it.
4. Osiris inside the
open casket. All the guests try the casket, but only Osiris can
lie down inside it.
5. Two men pushing the
casket into the water. Before Osiris can leave the casket, it
is shut tight by Seth's servants and thrown into the Nile.
6. Casket stands beneath
a palm tree. Isis seeks her lost husband. At Byblis, she sees
the casket caught in the branches of a tree.
7. Seth with an ax. She
hides Osiris in a swamp, but Seth learns of her actions and resolves
to discover his brother's whereabouts.
8. Large face at left
with various body parts at right. He finds him and cuts him into
14 pieces, which he hides throughout Egypt.
9. Isis at center, surrounded
by body parts. The faithful wife succeeds in recovering all of
the pieces.
10. Isis at left with
Osiris's mummy at right. She puts the body back together and
prepares it with oils and perfumes. Then she wraps it in bandages.
He appears almost reborn!
11. Horus, the man with
the falcon head, at center. After that, she lies with him and
conceives their son, Horus, the Falcon. (Jen's comment: um, ew.)
12. Horus at left and
the reborn Osiris at right. Who, one day, will avenge his father,
henceforth, King of the Dead.
Once you have completed
the story puzzle, turn back to the priestess and try to speak to her
again. She will give you an interesting luck talisman for your troubles.
Afterwards, she clams up and becomes completely silent once again.
Was Cryo trying to save on voice actors? Let the woman speak! Eh well,
what can you do? Head back out to the boat, talk to the mummy and
exhaust all conversation options. Time for the next stop! Whip your
handy-dandy map and select the beach at the bottom right corner. Man,
where did I leave my sunscreen?
The Beach
Once at the beach, go around to your right until you run into a little
boy who is trying to catch fish with his net. Seems like he's having
no luck. Talk to him and he will confirm this, citing the dying pharaoh
as the cause. Hmmm, is there anything you have that will help this
little guy? Ah right, the talisman from the Temple of Isis. Go ahead
and give it to the boy. Easy come, easy go I suppose. Afterwards,
the boy will try again, this time retrieving two fish and a set of
scales. Oooo, those could be useful later. The boy will offer them
to you; gladly accept them. He will also give you a piece of stone
shaped like a woman's head. Very pretty, wish I had time to make it
into a swell brooch for my grandmother. But we have other pressing
matters. Return to the boat, talk to the mummy, wax on, wax off .
. . then select the bottom center island on your map to travel to
the next stop.
Island of the Feathers
The mummy drops you off at the bottom of a flight of stairs. Walk
up these and you come to another sealed sarcophagus. Man, not another
Psychopomp! Ah, but wait, those pictures look familiar, like my grandmother's
new brooch. Oh well grandmom, gotta use this so I can get out of this
level and further on. Use the stone head on the similar design on
the front to open up the casket, revealing several multi-colored feathers.
Looks like a parrot exploded in here. Put all of the feathers into
your inventory and look to your left. There is a large column with
a peg jutting from it where you can place the weighing scales. Do
so and now you are set to find the heaviest feather. This puzzle appears
to be randomized by game, so I can't give you a definite solution
to this one. The best strategy is to weigh one feather against the
others, changing them as you find heavier ones. You should be able
to come up with the heaviest one this way. Once you have found the
right one, return the rest to the casket and head to boat. Talk to
your friend once again, and then select the small doorway behind the
Sphinx's left front leg. Off we go!
Hall of the Ankh
Believe it or not, there is no puzzle in this room. Zip, zero, zilch,
nada. I mean, how much easier could this be? Just walk up to the altar,
open the box, and take the ankh. Return to the boat, talk to the mummy,
the select the large columns at the front of the Sphinx to return
to the High Priest's temple.
End of Egypt
Upon returning to the temple, place the feather on the pedestal to
the left of the priest. If you selected the correct feather, a new
movie should start with the priest performing the rebirth ceremony
for the pharaoh. After the first movie, place the ankh on the right
pedestal. Watch the second movie to complete the ceremony. After you
are successful, try talking to the priest. Man, anything? Guess not.
Return to the boat, talk with the mummy, and open the box with the
little scarab. Bet you forgot about him! Wow, he's gold now! So what
do we do with him? You must return to the Hall of the Ankh, which
is the small door on the Sphinx. Now, the only guess I have at why
you have to return here, besides the obvious lack of puzzles, is that
the golden scarab symbolizes life, like the ankh. Go figure. (smile)
Once inside, open the box with the scarab inside. A door will be opened
that will send you back to Hoggar. Hasta la vista Pyschopomp!
Hoggar
Upon first arrival, you will be in a strange windowless room with
four pillars. On one of the pillars, you see a drawing of a man who
looks distinctly Atlantean. Leave him alone and return to the Hoggar
cave through the doorway in front of you. Ah, cave sweet cave. Still
quiet, with the useless machinery standing nearby. That, by the way,
is a cardinal sin of adventure gaming. Don't give us toys and not
let us play with them!!!!! As you look around, you hear shots coming
from outside. Rushing to see what's going on, you run head on into
your nemesis, the bald man from the first video. He has the Targui
bound and gagged. Lovely! How does a nice girl like me get mixed up
in situations like these? Professor X seems surprised at your story
as you tell him that you've been through the gateway, since he has
had no luck. Just doesn't have the touch I suppose. Forcing you to
prove your tale, you go through the door into a new room, one with
strange pedestals and no walls. The man places the crystal skull on
the center pedestal and stares into its sockets, only to get nothing.
Frustrated, he asks you to try. Pick up the skull and examine it closely.
Without warning, you are pulled into a new realm.
Inside the Skull
You arrive on a platform in a strange world that appears to be underwater
as the view flickers back and forth.

On my first visit to this
place, I nearly became seasick. It's very difficult to navigate. Each
platform has 3-4 paths extending from it. The paths create circles,
making it very easy to get turned around in this area. The best advice
is to navigate this area slowly, making sure to observe the bubbles
that surround you at every platform. You will see images inside each
one. These will become VERY important later. After a bit of exploring,
you meet up with dolphin creature. Speak to her, she provides very
valuable advice. Now, to find a realm with many doors. Did you happen
to see a platform that had many bubbles with a strange corridor inside
of it? Go find that platform, then enter into this corridor realm
through on of the bubbles.
This realm made me feel
like Alice chasing the white rabbit. The real Alice, not the twisted
version by American McGee. The only thing to do here for the moment
is to open a door and step through. You will end up in an identical
hallway. Return through the door you came through, and then back out
into the underwater realm.
Once again, you are not
with the dolphin. I found the easiest way to find her was to always
try going down and further into the jellyfish structure. You will
eventually find her. Talk to her again if you wish, then return to
Hoggar. With no apparent way out, take a look at the bubbles that
surround you on this platform. Turn 180 degrees, and you will see
a bubble with a hall of doors in it. Go ahead, choose that bubble.
This will return you to the strange Temple past the doorway.
Hoggar
The room is empty now, except for one of those creepy looking guards
outside the doorway. Take a look at the column to your left as you're
looking out the door. That's a strange looking guy on there. And oh
look! You can interact with him! Click on him and he will come to
life, and ask you a question. When he asks what is beyond the corridor,
answer with "Another corridor." Well, I mean, duh! It's
just a huge labyrinth! He seems please with this answer and returns
to his earlier form. Look back into the room and you will see a set
of bells hanging from the ceiling. Touch these and you will be given
a strange looking panel with four triangles etched into it. Each triangle
represents a different world within the game. Cool, an inter-dimensional
remote control! The middle Triangle represents your current place
in the Hoggar complex, the triangle with hot air balloon is Baghdad,
the one with the arrowhead represents the Paleolithic age, and the
one with the crystals takes you back the beginning of the game. Okay,
just between you and me (and everyone else who has read this) the
triangle with the crystals is useless. Select that one, and it cracks.
So don't even bother. Go ahead and click on the other two to see shots
of the landscape. These two worlds can be played in any order. Well,
since it's so warm in the Hoggar, I'm ready for a change of scene.
Let's take a look at the Paleolithic age.
Paleolithic
Go forward towards the wall of snow to be transported to the Paleolithic
age. When asked for disc one, insert it to start the next level. This
is where I ran into my autoplay problem from earlier in the game,
so make sure you've disabled this before going to the Paleolithic.
As the CD spins up, you find that you've been transformed into a Paleolithic
woman, following behind her male companion as they try to find shelter
from the blizzard. Seeing a mammoth up ahead, your companion tries
to kill it, and misses terribly. The mammoth, which is REALLY ticked
off, chases the two of you into a cave. Once inside, don't even think
about going outside. The mammoth will only kill you. Your guy friend
isn't much on conversation (gee, what else is new?) so let's take
a look around the cave.
Well folks, here's another
cardinal sin of adventure gaming. Character death and not a thing
you can do about it. No matter how hard you try to avoid this next
cutscene, it will ALWAYS happen. So guess what? You've slipped down
through the cave and landed face down on a stone slab. You're dead.
Man, that's gonna leave a mark. You wake up outside your body. You're
a ghost! But wait, I thought there were supposed to be clouds and
singing angels to greet me when I die. Not this lousy cave! Who wrote
this? Get that guy on the phone! (sigh) Oh well, guess I better find
a way to get back into my body.
The Wolves' Cave
Look past your dead body and you will see a tunnel just to the right
of your head. Take that tunnel until you get to an empty cavern with
a still glowing fire pit. Sure, I'm ghost and I'm cold. Let's get
some warmth in here. Take the stick from your inventory (again, random
like the top from the beginning) and use it on the embers to create
a warm glowing fire. (I have created fire! Sorry, Tom Hanks moment.)
Oooo . . . take a look at the pretty colors on the wall. There are
the shadows of five wolves on the walls of the cave, each with his
own color. The object of this puzzle is to let the other wolves know
that the white wolf is the dominant wolf of the black. You have to
make all the wolves fight until only the white wolf is left. I've
been told there are many solutions to this puzzle, so here's on of
them:
Black vs. Green
Red vs. Black
Gray vs. Red
White vs. Gray
After the final battle,
the white wolf will appear to you in his real form and will then disappear
through the cave wall, showing you the path to the next section of
the Paleolithic age.
The Marsh
Ah, more falling! However, this time you land in water instead of
on a flat rock. Now I'm a cold AND wet ghost. Sheesh, I thought the
afterlife was supposed to be easy! You drag yourself onto the nearest
island and take a moment to look at the land around you. There are
several islands, and in the center hovers another jellyfish structure,
similar to those seen in the crystal skull. That looks to be our goal.
Now, to get around these islands without having to get wet . . . .
First Island
Looking towards the end of the island you are on, you see a dead
tree. That
would make a perfect bridge to the next island! Unfortunately, upon
looking at it, you see that it's too high to climb. This rotten
bearskin skirt. Guess I need something to stand on. On the opposite
side of the island from the dead tree, there is a lone stump. Use
your brute strength and pull it up. Carry it over to the tree and
use it as a step stool. Once on the long branch of the tree, the
tree will bend under your weight and carry you to the next island.
No sweat!
Second Island
As you land on this island, immediately look down to your left and
grab the small white rock. This is will help you with that ticked
off cat pacing up ahead.

Here kitty kitty . .
. well, he doesn't look too friendly, so let's not go pet him. Instead,
get as close as you can without alarming him. Look to your right
and pick up the branch you see laying nearby. This will later help
you, not that poking an angry tiger with a stick is smart thing.
We've got to get him angry enough to run around to the right side
of the rock face and fall into the quicksand. Important: Save
your game here! Unless you are a god, you will not get this on the
first try. If you do, then I stand corrected. Aim for the kitty's
head just as he crosses the center of your view. You'll have to
actually toss the rock a little before he comes center. It's all
about the timing here. Once you've sunk the tiger with your badass
curve ball, walk around the LEFT side of the rock face. If you head
right, then you'll end up with the same fate as the tiger. And that
would be bad. Now, to cross to the next island, approach the large
boulder behind where the cat was pacing. Use the stick you found
earlier as a lever and push the boulder down into the water. You
now have a cool little path to the next island.
Third Island
Geez, wolves, and wolves, and bears! Oh my! Just when you thought
you were done with the fuzzy animals, you encounter more! Perhaps
this game should have been called Zoo Tycoon. But I digress. Let's
face these furry beasts. Past the bear to your left you see a fjord
that leads to the last island. Word to the wise: don't try and deal
with bear head on. He's not very friendly. Nor is the wolf that
sits behind him. In order to get across the fjord behind the bear,
you'll need to find a way to jump across. Wish we still had that
wooden bird from the Egyptian level. That stick behind the dark
wolf would certainly be of help, but it would unwise to try and
get it from him. In fact as soon as you hear our little friend growling,
get the heck out of there. He will follow you the island. Man! How
do I get rid of this guy? Remember your lesson from earlier. Who
is the head wolf in this pack? That's right, the white wolf, just
like the one you see up there on top of the hill. Lead the dark
wolf to him and watch the white wolf remind him who's boss. Once
he's been done away with, return to his lair and retrieve the long
pole. Turn around and head up the grass slope behind the bear and
you'll come the fjord. Since he can't see you, he won't bother you.
Use the stick on a rock directly below to vault across to the next
and last island.
Fourth Island
Since there is no excitement here, take a moment and look around
at the view. Wow, I could build the bed and breakfast of my dreams
here. But the jellyfish is calling us, so let's keep moving. Unfortunately,
Chiara is still not in any worry to get wet, and there doesn't appear
to be any sort of natural bridge to the hovering structure. So guess
what kids? It's time to improvise. Ooooo, see that cool dead tree
on the beach? Pick it up and use it as a surfboard to get across
to the spiral island.
Central Island
Walk up the spiral path to the plateau below the jellyfish. Look
up at the structure, and then click to go forward when the direction
arrow appears. You will be sucked up into the jellyfish like aliens
are abducting you.
Once inside, you see the
crystal skull and what I am told is a spear thrower, not that you
can tell that, but again, I'm all the all-knowing walkthrough author,
so I solved that mystery for you. Put the spear thrower in your inventory
and take the crystal skull in your hands. You then look into its eyes
and be whisked away to strange underwater realm of the dolphin.
Inside the Skull
Well, navigating this mess hasn't gotten any easier, so head down
and inside as much as you can until you get to the dolphin. Talk to
her again and she'll give you two more directions for the hallway
labyrinth. Return to the Paleolithic Age via one of the bubbles near
the dolphin.
Paleolithic Age
The bubble will deposit you back inside the jellyfish (or outside
of it if you took the spear thrower before the skull.) Once you are
back on the plateau, head down the spiral path until you are one node
from the bottom. Turn to your right and you will see a drawing of
a white wolf. Click on this and you will be returned to the Wolves'
Cave. Head to the main cavern where your body still lays. Okay, time
to work some magic and get back inside of yourself so you can get
the heck out of here. It's too cold in this age! Move around your
body until the top of you head is facing you. Dead ahead you should
see another tunnel. Take this passageway to enter into a new cave.
On the ceiling, paintings of deer and antelope circle endlessly around
you. Use the spear on the floor and shoot these animals with it. For
each one, you will receive a red heart stone. See that nifty drawing
on the floor? That represents you lying on the stone slab with four
strange symbols surrounding you. Hmmmm. . . . After you have all four,
head back to the main cavern.
Look at each heart stone
closely. You'll see that each has a symbol that corresponds with a
symbol on the stone slab. Place each stone on top of its matching
symbol and watch as your spirit is returned to your body. Pretty nifty,
huh? I thought so. Turn slightly to your left and you'll see the tunnel
that you fell from. Head up this way to return to the mouth of the
cave and your mute companion. You will hand him the spear thrower
and show him how to kill the mammoth. After this, you will be returned
to the Atlantean temple for your journey to the next realm.
Baghdad
I believe that this level was created for all the gentlemen out there.
Not that I'm a militant feminist, but it would have been nice to play
Chiara the whole way through. C'est la vie as they say over there
at Cryo. In this level, you are thrust into the role of an Arab thief.
The story is told by Princess Scheherazade, who is also Chiara. She
had to be in there somewhere. After changing to disc 3, Chiara will
begin the tale of the thief and the black rose. It's a nice little
story, and we get to be the main character. Oh goody!
You're hidden inside of
a large piece pottery in the courtyard of some wealthy man. There's
a cat howling outside. Man, I love cats and all, but can I get this
one to be quiet? Poke your head out to see the cat sitting nearby.
In the distance you can hear a guard shouting at the cat to be quiet,
calling it all sorts of awful names that I can't repeat here. Ew .
. . what's that smell? Look to your right and you'll see a jar full
of fish. Open the lid and watch as the cat goes flying to the jar.
Yum yum, dinnertime. Okay, next crisis . . . how do I get past the
guard, let's see. Climb out of the jar and pick up the pebble lying
on the ground. Throw it to your left, aiming for the palm tree, causing
the cat to howl. The guard goes to investigate, so you have enough
to time to run over and grab the ladder that is leaning against a
wall to your right. Be very quick to head back to your hiding spot
though cause the guard will catch you if you linger too long. Once
you're safe again, take the ladder and prop it up against the balcony
above and behind you. Climb up. Once at the top, head towards the
door in front of you. What? Not that cat again! Good kitty, be quiet,
don't make any noise . . . . oh no . . . rats, stupid cat! Okay, must
think, must think. The door! Go through the door! Once inside, you'll
meet a young girl who lets you hide under her bed. The guards come
and go without you being caught, and you are very grateful. She asks
for a gift in return . . .a black rose. And of course, being the stud
that you are, accept her request and go off towards the garden of
the sorcerer to see if you can get one for her.
The Garden
You'll arrive at the garden
after leaping over the outer wall. Turn to your right and head down
the brick alleyway until it dead-ends. Take the long pole propped
up again the wall and make your way out to your starting position.
Go ahead and take a tour around the garden. You'll see three belly
dancers, but don't try and talk to them as they are being guarded
by weird magical demons. You can talk to them later, Hot Stuff. Let's
keep looking around. Near the back left corner of the garden, you
will come upon a reflecting pool with a mechanical monkey dancing
on the right side of it. He appears to juggling three colored sticks.
Hmmm, those might be useful. Now to get them away from the monkey.
We'll need a trade. Bananas! We need bananas! But where to find them?
Go around to the other side of the reflecting pool and you will see
a bunch of bananas hanging from a tree. Use the long pole in your
inventory to poke the bunch and make one fall. Turn around and you'll
find lying behind you on the ground. Give it to the mechanical monkey,
who turns into a real one and jumps away, leaving the sticks behind.
Collect them and keep them in your inventory.
Retrace your steps to the
spiral tower in the center and go around it until you are at the gazebo.
Nothing can be done with the lamp at your left yet, so keep going
through until you encounter a very angry griffin that wants nothing
to do with you. He's guarding a cool little box, which we would like
to have. And there's a cage above him, but how do we get it down?
Look to your left and take the large pearl on the ground. I love it
when we find random things. And trust me, this level only gets MORE
random as we go on. The controls for the cage are at the head of the
path towards the griffin, but it needs something small to activate
it. Well, the pearl certainly isn't going to do it, so let's look
around.
Unicorn Maze
Head back towards the gazebo and place the large pearl in the lamp
at your right, this will activate the Unicorn Maze puzzle. The object
of this game to get the unicorn from it's starting point in the bottom
right to its safe house in the top left in the shortest distance.
There are numerous paths to get through the maze and to the safe house,
but by using the colored circles at the bottom you need to make the
shortest distance. The circles have to be placed in the order they
appear on the bottom. The unicorn will be drawn to those like a homing
device after you set her free to run. This puzzle isn't especially
difficult, just takes patience. Save your game here before attempting
the puzzle. However, if you want to cheat, since you are by reading
this, here is a graphic of one of the many solutions.

Once you have placed the
orbs in this order, click on the unicorn to start her running. Once
she has made it safely to the upper left corner, you will be rewarded
with a unicorn horn. Take this horn back to the griffin's cave and
use it on the control panel at the entrance. This will release the
cage above the griffin and let you take the case he's guarding. Oooo,
pretty jewels. And they match the colors of the sticks you collected
from the monkey. I think we can safely check out those other houses,
the ones with the scantily clad women. Does this world scream testosterone
or what?
Head back towards the gazebo,
but pass on through it, and walk towards the center tower. Head right,
and then down the stairs to your left. Don't worry about the gate
at the tower yet; we'll get to that later. Head towards the stairs
directly in front of you, but turn left at the foot of them. You'll
approach one of the belly dancers' houses. When you try to talk to
her, one of those ugly looking guards pop out. Hmm, what to give this
man so he'll leave us alone. Check out the color of the light shining
over the girl. It's blue! So take the blue stick from your inventory,
hold it in your imaginary hand and walk towards the dancer. The guard
will see the stick and disappear. Yes! Now I can use those pick up
lines I've been rehearsing. She'll tell you that she's lost her jewel.
Would that be the blue jewel I saved from the griffin? Go ahead, hand
her the pretty sapphire. She will accept with glee and give you a
present for your troubles: a cool little key! And we all know how
cool keys are in adventure games. She won't be much on conversation
after that. Is that all I'm good for? Jewel hunting? Sigh, oh well,
better to press on to the other girls. The second dancer can be found
by turning around, going right, up the stairs and then to the left.
She'll be the green dancer, so use the items in your inventory accordingly.
She will reward you with a funny looking map. Stick that in your pocket,
then turn around, go up two flights of stairs and go straight until
you see the last dancer's house. Go right to get to the door, and
hand over the red items to get a second key from her. Okay, looks
like we have what we need to access the tower!
The Snakes and Ladders
Puzzle
Ladies and gentlemen, welcome
to what I have deemed as being the most random puzzle of all time!
I mean, I have faced some pretty silly puzzles, but they have all
had something to do with the game. This well, okay, it has a little
something to do with being in a middle-eastern sorcerer's garden,
but there's this monkey and coconuts . . . just keep reading.
After unlocking the gate
in the center tower with the golden key you just acquired, you will
be greeted by a VERY obnoxious little troll. You will then be pitted
against him in a game of snakes and ladders. Remember chutes and ladders
from back in the day? Same idea, except you and the troll are the
puzzle pieces. Little hint: SAVE YOUR GAME HERE! The movement system
will take a little getting used to. Instead of receiving a die to
throw, you will select your moves based on a little monkey that will
appear in a window at the bottom right of the screen. He throws a
coconut and you will move as many spaces as hippo heads he hits with
the coconut. By clicking on the red button as the monkey slides down,
he will release the coconut and you will move. The farther down he
his, the more hippo heads get smacked. With me so far?
Now, at any time in the
game, you can check to see where you and your opponent are by looking
at the strange map in your inventory. Now, here's a cool hint: your
strategy should be to get to the spaces marked with a star every time.
This is the only way you will beat the troll. He will move to the
same spaces every time you play, so your goal is to always stay ahead
of him. Do not under any circumstances land on the spaces with the
snake; you will be moved back quite substantially. If you follow my
advice, you should reach the top in no time. Once there, use the silver
key on the door. Inside you will find a flying carpet. Take a ride
on it. Now all we need is Jasmine and some Disney music.
The Sorcerer's Den
After a really nifty cut
scene, you will land on the top of the sorcerer's house. Take a look
around if you wish, but then head inside through the only door. You
will be greeted by six ticked off cobras. Since you have nothing to
defeat them with, get up the courage and head towards them. In return
for your bravery, you will be hypnotized and taken to your next challenge:
The Stars Puzzle.
The Stars Puzzle
The object of this puzzle
is to recreate all the constellations you see outside the windows
on the star grid you see on the floor. Since this puzzle is too
difficult to describe in words, I was able to find pictures thanks
to the good people at the link I supplied at the top.

Once you have completed
the above designs, you will then be asked to map out one final constellation,
one that matches the picture of the snake and anchor you will see
on the wall behind you. Here is the solution for that.

When all the constellations
have been correctly identified, you will be sent to the sorcerer's
lab where two more puzzles await you.
The Cabinet Puzzles
These require a little
patience and strategy to solve without the walkthrough, but if you're
reading this, my guess is you aren't in the patience business. So
let's get to it then. You will find the cabinet to your right, covered
in strange triangle formations. DON'T TOUCH ANYTHING YET! Once you
have hit a panel on this cabinet, this puzzle cannot be reset without
loading a previously saved game. Yours truly learned that the hard
way. (sheepish smile) The object of this is to get all the drawers
with squares around them in the open position. And nothing is ever
as simple as just opening drawers. Here's how we do this. Number
the drawers thus: Top row, 1-4, second row, 5-8, third row, 9-12,
bottom row, 13-16. Open the drawers in this order: 10, 2, 3, and
11. Take the four pieces of paper inside each and place them in
your inventory. The cabinet will rotate once you have done this
to reveal a similar puzzle. The pieces of paper you collected from
the previous puzzle will tell you which drawers to open. Same strategy
applies here; keep the drawer numbering the same. Here is the order
for this cabinet: 15, 3, 8, and 1. This will open the cabinet!
You will find a lamp and
rubbing cloth inside. Rub the lamp with the cloth like you have seen
a dozen times to reveal a genie who will grant you only one wish.
He's no Robin Williams, and I doubt Cryo had the budget to secure
his services for voice over. You ask for a black rose, and the genie
grants your wish, surprised at your small request. Once you have the
rose, the crystal skull will appear in the cabinet. Take it to be
transported to the underwater realm.
Inside the Skull
Once you have reached this
point, you should have a pretty good feel for this area. Go find the
dolphin by heading down and inside. She will give you the final steps
you will need to make it through the maze of doors. Head back to Baghdad
through the bubble with the large candle in it, then back to Hoggar
through the lab door.
Hoggar
You will end up back in
Hoggar. Now, to finish this game up. Strap yourself in; it gets a
little bumpy. Return to the underwater realm by staring at the skull.
Head upwards to find the landing with access to the maze and follow
the dolphin's directions:
1st left
3rd right
4th left
3rd left
1st right
6th left
Rhea Garden
After crossing through
the last door, you will find yourself in a lush green garden. In the
distance, you see an older man and woman. This is a puzzle, veiled
as a series of conversation trees. You must speak to these people
in a certain sequence in order to proceed. First, speak to the woman
by selecting the image with their pictures on it. The man will ask
you to come over. Walk over to him, but don't speak; he will initiate
conversation. After some mumbo jumbo about the skull, ask him about
it by selecting the skull icon in your menu. He will then spin another
tale about growth and rebirth. Once he has said this, select the icon
with your picture on it. After his response, select the icon with
the image of the world on it. The woman will offer her two cents during
the man's response. Walk back to her to continue the conversation.
Select the icon with the arrows moving outward. When the man responds,
stay with the woman and finish your conversation with her by selecting
the image with the weird crystal scepter on it. It's called the Omega
scepter according to Cryo. She will reply and tell you that it can
be found in the pond. But wait, I though Chiara hated getting wet?
Guess not when it comes to getting pretty shiny things. You will get
the scepter and be taken back to Hoggar.
Endgame
You will be caught by one
of the mean guards who will demand you hand over the scepter to him.
Don't move (if you do, you get shot); open up your inventory and select
the scepter to be returned to the underwater realm. Find the bubble
with the representation of the Hoggar camp (brown rocks) and you will
be transported back outside the cave, outside the guard's reach. Looking
up, you will see that there is a guard with his back to you. Grab
the flashlight that is laying on the tent to your left and smack him
over the head with it. Night night! Take his knife and car keys while
you're at it.
Looking to your left, you'll
see the Targui tied up inside a tent. Use your newly acquired knife
to release him. Now, to find a way out of this place. Look in front
of you from your starting node and you'll see a brown bag hanging
from a pole. It's small, so you may have to pixel hunt for it. Inside,
you'll find another set of keys. Make sure you have both sets of keys
before stealing a car. If you leave a set behind, the guards can catch
up to you and you're toast. Look ahead and you'll see a jeep with
a large gun mounted on top. Go quickly to that and use the keys you
found on the guard. Safely marooning the guards, you drive off with
the Targui into the sunset. Romantic ending perhaps? Nah, I don't
think he's my type.
The End
Happy adventuring all!
|