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Easter
Eggs
When You are in the hotel room in Monte Carlo(This works even when the Atlantis
expert is not in the room): 1. Open the cabinet and get the flashlight. 2. Open
the fuse box and pull the circuit breaker. (Turns out the lights) 3. Use the
flashlight (before or without using the bedsheets) 4. Indy will make shadow
puppets on the wall. 5. Pay attention to the figures on the wall. The last one
is the rabbit (or rabbity thing) Max, of Sam and Max. Indy says it's Nur-Ab-Sal
When you are trying to sell the mask to Omar-Al-Jabbar, one of the things he
gives to you is a baseball ball "signed by Lou Gherigh", as he says.
But if you look at the ball, it's signed by "Ron Gilbert". Ron Gilbert
worked for Lucasarts. He was the creator of "Monkey Island"
Cheat
Codes:
Just press [INS] during the fight to defeat your enemy.
INDIANA JONES & The Fate Of Atlantis
Writer Not Known
Click
on the peculiar statue where you fall through a trap-door, click on the rope
and you'll tumble through another. Click on the bookshelf to the left, in the
room
below click on all the cat statues. In the boiler room examine the three lockers
where you find a strange statue...
Getting
Started
New York: Pick up the newspaper and hassle the doorman. Insult him until he
starts a fight, praise Madame Sophia or use the fire escape behind the crates
- all
methods gain access to the theatre. Chat to the man and when you can, ask him
if
there is something he'd rather be doing - give him the newspaper. Walk to the
levers, push the first and third, press the button for a show...
Iceland: Talk to the Professor, ask him about the Lost Dialogue Of Plato, note
the
names.
Tikal:
Walk to the jungle, coax the rodent to the third opening from the right, hit
it with the whip, follow it to the tree then climb the tree. Examine the stall
and
wait for Sternhardt, say that you would really like to look inside the temple,
tell
him your name and again ask about the temple. He'll ask you about The Lost
Dialogue, say you don't know the real title and listen for a parrot squawk,
say
"TITLE" to the parrot, note the answer. Go back to the stall, ask
Sternhardt about
the Dialogue, give him the right answer. Inside the temple ask Sophia to distract
Sternhardt, go back to the stall, pick up the lamp, walk back to the temple,
open
the lamp, use the kerosene on the spiral design, take the sculpture, use it
with the
animal head on the left and pull the lever. Once Sternhardt leaves pick up the
shiny bead in the tomb and head back to the truck.
Iceland:
Enter the dig site and use the bead in the exposed statue, pick it up and
leave.
Azores:
Ask Sophia to talk to Costa. Ask him everything about the Dialogue, ask
him if he'll do business with Indy. Swap control to Indy, offer Costa the eel
statue.
Choosing
Your Path
Barnet College:
The Dialogue can be found in one of three places - inside the wax
cat, the fallen bookcase or a small chest.
The wax cat: Examine the school desk, get the gum, use the gum with the coal
shoot in the basement, walk up the shoot, pick up the cat statues and take the
wax
one back to the furnace.
Fallen
bookcase:
Take the arrowhead from the shelf by the totem pole, get the rag
from the basement and use together to make a screwdriver, use the arrowhead
on
the screws in the fallen bookcase.
The small
chest:
Go to Indy's office, open the fridge, get the mayonnaise, go back
to the college, go upstairs, use the rope, use the mayonnaise with the totem
pole,
climb the pole, open the urn and examine the ashes, take the key, go to the
room
below and pull the crate, use the key with the chest.
Once you have the book go back to Indy's office and choose your route - we're
taking the Team path, "All right, you can come along."
Searching
For Atlantis
Algiers:
Talk to the knife thrower, persuade Sophia to volunteer when asked - get
her to watch the act then push her. Take the souvenir knife, go down the back
alley to Omar's shop, pick up the large mask and walk out. When stopped, ask
how much it costs then barter.
Monte
Carlo:
Wait outside the hotel, read the Dialogue, make notes, find Trottier
(he wears a flower), tell him your name but be modest, ask him about Atlantis.
If
you're right, he'll ask you what you want, tell him Sophia is in the hotel.
You
have two ways to get the Sunstone from Trottier - take over as Sophia and play
"Guess" or dress up - the latter is more entertaining. Say you have
a plan, open the
cabinet by the sink, pick up the torch, take the bed covers, open the fuse box,
turn
off the lights. Use the bed covers, the mask and then the torch for the full
ghost
effect.
Algiers:
Visit Omar, show him the Sunstone, ask about Atlantis until you gain
info about the Dig site. Say you want to visit, he'll give you two camels and
a
map... Back at Omar's tell him about the trip, swap the mask for something tacky.
Visit the street grocer, talk to him about US dollars, give him the tacky item.
If he
doesn't take it, he'll give you a clue, go back to Omar's, exchange it until
you get
something he wants. Give the Squab-on-a-Stick to the beggar, take the balloon
ticket, climb the city wall, give the man the ticket, climb in the balloon,
use the
knife on the rope. Locate a Nomad camp, land, show the Nomads the map, listen
to the directions, look for an 'X' on the ground, land. Immediately Sophia falls
down a hole, climb down the ladder, turn up the brightness on your monitor.
Find
the tubular thing and the clay object, go back to the truck, open the gas tank,
use
the hose with the tank, then the jar with the hose. Back in the dark find the
generator, use the jar with the metal cap, close and press the small metal thing.
Pick up the ship rib, use with the crumbling mural, find the peg on the table,
use it
with the hole in the mural, use the Sunstone with the peg, line it according
to the
reference on outposts in the Dialogue, push the peg to open a secret door. Sophia
will emerge with a distributor cap for the truck and an amber fish. Take the
Sunstone, switch off the generator, take the ceramic thing, go to the truck,
open
the engine, use the spark plug with the distributor cap, use the cap with the
engine.
Crete:
Go to the ruined city, go across the bridge, pick up the surveyors
instrument, examine the small boulder clusters, find the Bull's head and tail
- use
the surveyors instrument on both statues focusing on the tall horns in the centre
of
the ruins. When the lines meet, 'X' again marks the spot, use the ship rib,
collect
the Moonstone. Go back to the cliff, use the Sunstone and Moonstone on the
spindle, refer to the Dialogue regarding the Greater Colony, press the spindle,
enter the labyrinth, pick two busts from the shelf, walk through the door and
use
your whip on the third bust. Pick it up. Find the room with the Minotaur statue,
whip at head, stand on the stone plate. Pick up the Worldstone, staff and the
note
by Sternhardt. Examine the waterfall, climb the chain behind, walk to the room
on
the left, put the busts on the shelf, find the lift shaft, use the staff on
the chock,
find the statue head below, use the staff in its mouth. Take the stone box,
place
the orichalchum in it and close.
Find
Sophia, examine the hole next to the gate, convince Sophia to climb through
- say you'll both fit through in a few days without food and water - get her
to pull
the pulley. Ask Sophia to put the necklace in the box, use the fish in every
room,
when it points use the ship rib on the wall. In the map room use all three stones
on
the spindle, refer to the Dialogue. When Kerner leaves use the ship rib on the
crumbling wall.
Submarine:
Open the hatch, fight the Captain, climb down, push the lever in the
tower. Using the intercom tell the crew to go to the bow, climb down, go left,
collect the mug and the cold cuts. Go left, open the trap-door, use the mug
with
the battery acid, continue right, talk to Sophia through the wall, say you have
a
plan and can she distract the guard. Go back to the main corridor, walk right,
go
down to Sophia and tell the guard that his future looks "pail", find
the plunger,
open the trap-door, use the mug of acid on the safety box. Use the key found
in
the box on the rudder lock, go back to the conning tower, use the plunger with
the
broken lever, guide the submarine to the sea-bed opening.
Atlantis
Itself
Increase your monitor brightness, pick up the wooden thing, use with debris,
climb to the next platform, open the stone box, take the metal thing and use
with
an orichalchum, pick up the ladder. Place the three stones on the spindle and
reverse the combination used in the map room, put a bead in the statue's mouth,
pick up the stones. Search all rooms using both secret gratings and doors. Find
the
room with the hole and statue, use the ladder on the hole, collect the cup,
take
ladder and exit. Find a fish-head statue, go to the lava room, use cup on plinth
and
fish-head in the gap, take the lava-filled cup. Find crumbled robot and take
the
wheel from its chest and the bronze gear found hanging on a room wall. Find
the
eel statue and the corpse's rib-cage. Crawl through a passage to find the dungeon,
use a bead in the sentry's mouth. Find the machine room, use the wheel on the
peg, the lava in the funnel, collect the orichalchum and the wheel. Find the
crab
room, use the cold cuts with the rib-cage, place the rib-cage in the pool to
catch
crabs! Find the sentry room, use a bead with the eel head, use a bead in the
fish
statue, go through the gates.
Go to
the dungeon, take the machine part from the robot, don't rescue Sophia, go
through to the canal, throw the rib-cage into the water, swim to the raft, use
orichalchum in its mouth and steer to the right-hand gate. Use the Sunstone
on the
spindle, use the Moonstone on the next gate and the Worldstone on the next then
reverse the pattern as you continue round the canal. Find the stairs and collect
the
crescent-shaped gear from the cupboard, look at the front of the cupboard door
and note the diagrams.
Go back
to the canal and move to the archway, walk to the sentry, use the chain
with the sentry arm, use the ladder with the sentry and open the chest-plate.
On
the workings inside place the crescent-shaped gear on the two right-hand pegs,
the
cog on the top-left peg, the wheel and machine part with the hole on the centre
peg, place a bead in the hole. Use the other hoop on the door, go back to the
machine and swap the cog to the bottom left-hand peg, use a bead in the hole.
The
door should be wrenched open, pick up the metal pin, go back to Sophia, give
her
the pin, tell her you have a plan, pick up the cage, get her to ram the pin
under the
door. Take the pin and exit back through the canal to the sentry door.
Follow Sophia to the spirit room, she has been possessed by Nur-Ab-Sal so ask
to
speak to Sophia, look at her necklace and place a bead in the hole, put it in
the
lead-lined box. Walk up the steps, pick up the king's sceptre, exit the room
and
find the drilling vehicle. Look at the markings on the wall, climb the ladder,
put a
bead in the machine, use the sceptre and the hinge pin in lever holes and push
or
pull the levers according to markings. Get the machine moving then turn it
through the wall. Click on the hole in the wall to the right, enter the lava-pit
maze,
take the doors in this order: right, right, middle, up steps, middle, right,
left, note
diagram, up steps, left - you should find yourself in front of a lava pool.
As you
walk pads disappear, so simply return to the shore and start again if your way
becomes blocked.
Enter
the final chamber, use the three stones on the spindle and refer to the lava
room diagram. Your conversations are all important here, so use the following
dialogue pattern: lines 3, 3, 2, 2, 2, 2, 2, 1, 2, 1, 2, 2, 4, 3, 2, 1.
Take a rest and watch the ending. Roll on, Indiana 5.
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