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WALKTHROUGH
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PART 1 (New York, Iceland, Tikali, Azores,
College)
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NEW YORK: Take the newspaper. (A1) find your way through
the crates on the backside of the building (pushcrates) and
use the fire escape.(A2) talk to doorman, "smart", "easy to
understand". (A3) Fight doorman. Give the paper to the stagehand,
push the right and left lever and press the button. Talk to
Sophia and leave together with her for Iceland. ICELAND: Talk
to Heimdall; he tells you about Tikali and the Azores. TIKALI:
Hit the jungle rodent several times with the whip, until it
runs to the snake; use the tree. Talk to Sternhart until he
asks you the name of Plato's lost dialogue. Tell him that
you do not know the title. Then talk to the parrot, ask him
"Title?" and talk again to Sternhart. Inside the pyramide,
ask Sophia to keep Sternhart occupied. Go outside, take the
lamp and open it. Use the lamp to get the spiral design in
the pyramide. Then use the design with the animal head, pull
it and open the grave. Sternhart gets away with the disk.
Take the bead and return to Iceland. ICELAND: Use the bead
in the eel's mouth; take the eel. AZORES: Let Sophia first
talk to Costa. Then trade him the eel for the knowledge of
the position of the lost dialogue. COLLEGE: There are three
possibilities to find the collection (changes from game to
game). (Case 1) Take the gum from the desk in the library,
use it with the coal chute in the furnace room. Take the wax
cat figurine and melt it in the furnace. (Case 2) Get the
rag in the furnace room and the arrowhead in the room with
the totempole. Use the rag with the arrowhead to produce a
screwdriver and open the bookcase in the library. (Case 3)
Use the jar from the refrigerator in the office with the totempole.
Pull the totempole under the hole in the ceiling and climb
up. Open the urn and take the key. Push the crate in the totempole-room
and open the chest behind it. Talk to Sophia in the office
and choose one of the three paths -- team, wits, and fists.
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PATH 1 -- TEAM MODE
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PART 2 (Algier, Monte Carlo)
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ALGIER: Go to the shopkeeper in the back alley and take the
mask. Talk to the man with the knives. Convince Sophia to
volunteer for him and push her as she hesitates. You will
receive a knife this way. MONTE CARLO: Talk to several people
and ask them about Trottier. Sooner or later you will meet
him (a man in a brown suit). Talk to him in a very polite
and humble way till he is willing to take part in the seance.
(A1:indy) During the seance take the flashlight from the cabinet
and the bedsheet. Open the fuse box and use the circuit breaker.
Wear the bedsheet, the mask and the flashlight to produce
a reasonable ghost. (A2:sophia) When indy talk to Trottier
outside, take notes on what he said (they varied from game
to game). After entering the room, transfer control to sophia.
Demand proof. Answer three questions as Trottier just said.
Answer a random number.(may need several save-and-restore
here) This solution does not require the mask. Afterwards
take the sunstone.ALGIER: Talk again to the shopkeeper and
show him the sunstone. He will give you a map and a couple
of camels; your first visit to the desert fails. Next you
have to trade several things with the shopkeeper and with
the grocer; the final goal is to get the squab-on-a-stick
for the mask. Give the squab to the beggar and receive a balloon
ticket. Go to the roof, enter the balloon and cut the rope
with the knife.
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PART 3 (Desert)
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BALLOON RIDE: A kind of arcade game, since the up and down
movements are coupled with movement in clockwise and counterclockwise
directions. You will find out about this. You must land several
times and ask nomades for the way to the X. DIG SITE: Sophia
disappears into the hole. Climb down the ladder into the dark
room, and get everything you can get: Sharp wood thing (ship
rib), long tubular thing (hose), blunt wood thing (peg), clay
thing (clay jar). At the truck you use the hose with the opened
gas tank and the clay jar with the hose; this fills the jar
with gas. Go back to the dark room, open the metal cap and
pour the gas-filled jar into the gas filler pipe. Push the
little metal thing to turn on the generator. Then dig the
crumbling wall with the ship rib, put the peg into the mural
and put the sunstone on the peg. Look at the sunstone: the
lost dialogue tells to align "darkness" with the "horns";
do this and press the peg to open a secret door. Sophia comes
out and gives you a distributor cap and a fish-on-a-string.
Turn off the generator, open it and take the spark plug. Put
the distributor cap and the spark plug into the truck's engine.
Leave for Crete.
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PART 4 (Crete)
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RUINS: First find the surveyor's instrument and take it.
Pick up all stones around the tall horns; you will detect
two statues (bull's head and tail). In one of the entrances,
there is a mural diagram with a bull's head, horns and tail.
According to this, put the surveyor's instrument on the head
statue and look through it to the left horn. Then put it on
the tail statue and look at the right horn. This gives you
an X. Dig at the X with the ship rib and find the moonstone.
Go to the stone pedestal and use the sun- and the moonstone
with it. Align the disks according to the lost dialogue (changes
from game to game), press the spindle and detect a secret
door in the wall. CAVES: Pick up two of the three stone heads.
Go through the door and get the third head with your whip.
Find the room with the tall Minotaur statue. Use the whip
with its head, and then stand to the left of the big head.
The elevator takes you down to the dead Sternhart. Take the
worldstone and the staff. Examine the waterfall and use the
chain hidden behind it. Then find the room with the shelf
and the closed door; open the door by putting the three stone
heads onto the shelf. Go through the door and do three things.
First, use the staff with the chock to free the counterweight.
Secondly, use the staff in the statue's mouth to start the
elevator. Thirdly, take the golden box, open it, put the two
beads into it and close it again. Return to Sophia and enter
the next room. Convince Sophia to let you boost her through
the hole in order to open the gate. In the next room use the
fish-on-a-string. It will point to Sophia's necklace. Talk
to Sophia and make her put the necklace into the golden box.
Walk through all rooms and use the fish-on-a-string. Somewhere
it will point to the wall; dig this wall with the rib and
open the door behind. Use all three disks with the spindle
according to the lost dialogue. The Germans will kidnap Sophia
and steal the disks. Dig the rocks with the rib and return
to the surface.
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PART 5 (Submarine)
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Open the hatch, fight against the captain and enter the submarine.
Use the intercom to order "All hands to the bow". Go to the
lower deck, take the mug of porcelain and fill it with battery
acid. Talk to Sophia from the left neighboring room through
the window in the wall and ask her to distract the guard.
Free Sophia and open the strong box with the help of the acid.
Inside the box you find the three disks and a tiny key. Get
the plunger. Unlock the emergency rudder control with the
tiny key, break the lever in the conning tower and repair
it with the plunger. Steer the submarine into the airlock
(another fine(?) arcade game).
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PART 6 (Atlantis)
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ENTRANCE: Find the wooden thing (ladder) in the dark and
use it at the stone rubble. Sophia is kidnapped by the Germans
again. Climb the ladder, open the stone thing and take the
rod. Put a bead into the rod and light the room. Use the disks
with the spindle according to the lost dialogue, but with
north and south reversed (as "entrance is yielded only to
contrary minds"). The statue's mouth will open, and you feed
a bead into it. The door opens, you take the ladder and the
three disks. Enter Atlantis.
The exact position of the interesting rooms in Atlantis changes
from game to game. Explore all shaded places (marked by a
questionmark), open and enter all grates. You must detect
the following rooms and items.ROOM WITH ROBOT PARTS 1: Take
the bronze gear attached to the wall. ROOM WITH ROBOT PARTS
2: Take the bronze spoked wheel lying in the ROOM WITH EEL-FIGURINE:
Get the eel-figurine from the cupboard. SUBWAY: At the most
southern point, in the outer cycle. Take the rib cage from
the skeleton. HALLWAY: Fight against one of the German stooges
(and defeat him). You will get a bratwurst. Bait the rip cage
with the bratwurst (in case you took the sandwich from the
kitchen in the submarine, you may bait the cage with the sandwich).
CRAB ROOM: Use the baited rip cage in the pool to catch a
crab. STATUE ROOM 1: Contains a statue that looks like a cross
between a bull and a fish. Take the statue's head. STATUE
ROOM 2: Contains a large statue holding a cup. Use the ladder
to cross the hole in the floor. Take the stone cup. Don't
forget to take the ladder before leaving. LAVA ROOM: Use the
stone cup with the pedestal. Use the statue's head with the
plaque. This gives you a mug full of lava. MACHINE ROOM: Repair
the machine by putting the bronze spoked wheel onto the peg.
Fill the mug with lava into the funnel. Take the produced
beads and take the bronze spoked wheel before leaving. PRISON
ROOM: In the room where Sophia is kept imprisoned there are
two vents, one on the left side and one in the middle. The
interesting vent is the left one. From there you can put a
bead into the sentry statue; it will start moving, kill the
German and destroy itself. SENTRY ROOM: Contains three statues
and a pool. To get rid of the water you put a bead into the
eel. Then put a bead into the smallest statue's mouth. The
door will open. PRISON ROOM: Take the statue part from the
destroyed statue. In order to free Sophia, you have to enter
the canal system.
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PART 7 (The inner cycle)
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CANAL: Feed the crab to the octopus. Enter the canal, go
to the other side and put a bead into the crab mouth. The
crab raft will start to float. Float to the left side, open
the gates with the sun-, moon- or worldstone. There are only
two interesting places in the canal system. One contains a
cupboard with a crescent shaped gear. Take the gear, close
the cupboard and look at it. You see a diagram with several
wheels and moving arms. The other interseting place contains
the large bronze statue and the chain. Use the ladder with
the statue and open the chest plate. Look at the chest plate;
you have to put the bronze gear, the bronze wheel, the statue
part and the crescent gear into the right places, as described
by the diagram on the cupboard (the wheel and the statue part
belong onto the central peg). Make that the statue moves the
right arm. Then fasten the chain to the statue arm and to
the bronze loop. Make the statue to move its right arm back.
The chain will break the door and a hinge pin comes off. Take
the hinge pin and return to Sophia. PRISON: Give the hinge
pin to Sophia. Open the cage. Sophia uses the pin and gets
free. Open the cage a second time to get the pin. CANAL: Finally,
you enter the inner cycle of Atlantis through the broken door.
Sophia is getting crazy and leads you to a room with a lava
pit. Look at Sophia, feed a bead to her necklace and use the
box with thenecklace. You get rid of Nur-Ab-Sal in the lava
pit. Pick up the sceptre (near the skeletons). In the hall
and near the hulking machine you see two Atlantean graffittis:
One shows the lever positions to start the hulking machine
(upward arrow), the other shows how to stop it. Use the hinge
pin and the sceptre as levers in two slots. Feed a bead to
the mouth. VOLCANIC AREA: Cross the area by trial and error.
In the background,you see a picture of three cocentric cycles:
This picture encodes the positions of noon sun (sundisk),
of full moon (moondisk) and of the volcano (worlddisk). In
the central room with the frog statue and the spindle, align
the three disks according to this picture. Now the Germans
appear again. The first German is no problem, he will kill
himself. Tell the second German that you are going to kill
him as soon as you are a god. Thus you get rid of him, too,
and finish the game.
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PATH 2 WITS MODE
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PART 2 (Algier, Monte Carlo)
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MONTE CARLO: Talk to Trottier and get his business card.
ALGIER: Go to the servant in the back alley and give him the
business card. Talk to the man with red fez: nice fez, quite
a hat, stick in the eye, festive, well, thanks. You got a
fez. Give it to the servant. When he ask why, answer that
the fez can make him tall. Talk to him to see Omar. Follow
him to the Omar's house(may need to repeat the job several
times). Enter closet. Close closet door to trap Omar. Pick
up bamboo. Use bamboo stick on cloth to get map. Pick up statues.
Ride camel to dig site. If got stoped by officers, use the
statues to bribe them.
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PART 3 (Desert)
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DIG SITE: Use clay jar and hose to get gas. Switch generator
on. Use ship rib on crumped wall. Push painting of round object.
Get statue. Use orichalcum in statue. Use statue as battery.
Get note inside truck. Start truck.MONTE CARLO: Talk to trottier
and tell him he is on trouble. Nazis will take him. Try to
intercept the car. Find the sign. Open drain and get sunstone.
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PART 4 (Island Thera)
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One of three places (cleft, gap, and notch) in mountain will
lead to an entrance. Out side the entrance, close the crate
and get invoice. Inside you will find an entrenching tool.
Close the door near the tool. Use sunstone to get carved sign.
Open tool to dig a way out the cave. Return to port, show
invoice to get the gas bag for balloon. Use sign to exchange
the large basket. Use them with fish net and hose to built
a balloon. Go to mountains, use vent to inflate the balloon.
Learn how to manuver the balloon and land it on the sub.
CRETE: Use sunstone and moonstone to open the door. Search
rooms and find a wool scarf and a comb. Use them as a orichalcum
detector. Find worldstone and some orichalcum beads. See hints
from team mode if needed. Find microtaur. Use statue in machine.
Feed a bead to the statue. You will get to the map room. Use
three stones to open the door. Use the home-made detector
to find another beads and a secret door at the next two rooms.
Entering the secret door, you will find a bead and a subway
car. Feed the car with the bead. O.K. Now you are at Atlantis.
All three modes converges here.
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PATH 3 -- FISTS MODE
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PART 2 (Algier, Monte Carlo)
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MONTE CARLO: Talk to Trottier and get his business card.
ALGIER: Go to the servant in the back alley and give him the
business card. Talk to him to see Omar. Follow him to the
Omar's house. Beat the Nazi. Pick up bamboo. Use bamboo stick
on cloth to get map. Pick up statues. Ride camel to dig site.
If got stoped by officers, use the statues to bribe them.
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PART 3 (Desert)
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DIG SITE: Switch generator on. Use ship rib on crumped wall.
Look at the painting on the left wall. Push the round object
on the painting. Get sunstone. Use it with wood peg on wall.
Turn the stone disk and press the peg will reveal a secret
door. Enter the door to get outside. Talk the the Nazi. Use
whip to get rid the machine gun. Beat him with you fists.
Use balloon and head north to Crete.
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PART 4 (Crete)
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RUINS: See team mode. CAVES(by Terence): See team mode. After
finding prof Sternhart's body, get his staff. Then climb up
the chain in the waterfall to get back up to the rest of the
labyrinth. A door is blocked with a big slab. Push it SEVERAL
times. After pushing the stone slab covering the door proceed
to beat up all the gards, with 2 exceptions. The first one,
Hans, is too strong to beat, so hide behind a stone slab and
when he comes by, push it over onto him. Also, Arnold is too
strong to beat. Use the ship's rib to pry the boulder in the
next room over so that it will roll onto him. When that doesn't
work, go find a stalactite (on ceiling in another room) and
pry the boulder from outside the doorway it's wedged in, that
will take care of Arnold. Then look in the pit to find Sophia,
search Arnold's body, and you have everything you need to
get to Atlantis. The stories converges here.
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Team Mode: by Gerhard J. Woeginger
Wits Mode: by Allen Li
Fists Mode: by Terence P. Spielmanand and Allen
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