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- INDIANA JONES IV - THE FATE OF ATLANTIS SOLVE
-
-
- INTRO
- -----
-
- You can skip the intro by hitting ESCAPE.
-
- Or you can play it. Here's what you have to do:
-
- Click on the pecuilar statue just to the right of you. You'll fall into
- the next room. Now, click on the rope to the right. Hit ESCAPE once to
- bypass the credits, but still play the intro.
-
- You'll fall into a library. Click on the books on statues to the left. You
- will fall again. Click on one of the four cat figurine. One of them is REAL.
-
- You will fall into the basement. Click on one of the lockers. One will
- have a statue inside. Like some things in this game, it's random. Get
- the horned statue and you're done with the intro!
-
- I thought that was a nice way for a game to begin.
-
- THEATER
- -------
-
- Pick up the newspaper. Go to the back entrance. To get pass Biff the guard,
- just say that Madame Sophia is the greatest; she's smart. And when he
- asks you what he likes about her, tell him that she makes things so
- easy to understand.
-
- Inside, talk to the stagehand. Keep bugging him. You'll have to watch
- Sophia's oration about Atlantis or you can ESC it.
-
- Ask him if he wouldn't rather be doing something... like READING. Then
- give him the newspaper.
-
- Play around with the levers until the three lights on top turn green,
- then push the button.
-
- You can talk to Sophia in her office or you can just ESC through the whole
- thing and go straight to Iceland.
-
- ICELAND
- -------
-
- Go inside the dig site and talk to Dr. Bjorn Heimdall. Talk to him about
- Plato's Lost Dialogue. He'll tell you to speak with Costa and Sternhart.
- Go to Tikal first.
-
- TIKAL
- -----
-
- Go into the jungle. You want to take the dark jungle path in the middle.
- To get pass the snake, chase the jungle rodent until he's at the entrance
- of the dark jungle path; then use your whip on it. The snake and the rodent
- will fight and fall over the chasm. Walk on the tree to get on the
- other side. Try to go into the temple and Sternhart will come out and stop
- you. You have to tell him the name of Plato's Lost Dialogue before he
- lets you in. Just say you don't know the title. And the parrot the tree
- will echo "title." Ask the parrot about title and he will tell you it's
- Hemocrates, a friend of Socrates. Try to go into the temple to get
- Sternhart out; this time, answer The Hemocrates.
-
- Inside the temple, ask Sophia to keep Sternhart busy. Now go outside and
- get the kerosene lamp while they're talking. Go back inside the temple.
- Open the kerosene lamp (Sternhart will remark that you took his lamp, but
- who cares). Use the lamp on the spiral designs on the left. Now pull
- the spiral design to get it. Use the design on the animal head on the
- left. Pull the elephant nose to open the tomb. Sternhart will take
- off with the Worldstone. Don't worry; he'll get what's coming to him
- later in the game! Just pick up the orichalcum bead instead. Now fly
- back to Iceland.
-
- ICELAND (again)
- ---------------
-
- Go into the old dig site. Poor Dr. Heimdall has frozen to death. Use the
- orichalcum bead on the exposed eel head. Get the eel figurine. Now fly
- to The Azores.
-
- THE AZORES
- ----------
-
- Talk to Sophia and tell her to talk to Costa. Ask him about Plato's Lost
- Dialogue and where it is. He'll want to trade for something ... like
- Sophia's necklace. Refuse and ask Costa if he'll do business with Indy
- instead. Return control back to Indy. Now talk to Costa and give him
- the mysterious eel figurine. He'll tell you that Plato's Lost Dialogue
- is in the Sprague Collection. Now, sometimes the game will say Pearce
- Collection instead of Sprague, but either case you'll fly back to
- Barnett College.
-
- BARNETT COLLEGE
- ---------------
-
- Go down into basement. Get the dirty rag and the piece of coal. Go up
- to the library. Look at the school desk; get the wad of gum. Climb up the
- rope. Get the arrowhead to the right. Look carefully; it's damn small
- and easy to miss. Push the big crate to the left. It'll reveal a dusty
- old box. Now, I think if Costa tell you it's in the Sprague Collection
- the dusty old box will be the Pearce Collection, and vice versa.
-
- In any case, climb down the rope into the library again. Use the dirty
- rag with the arrowhead. Use the wrapped arrowhead with the screw on
- the tipped-over bookcase. Unscrew all five screws. Open the bookcase.
- You now have Plato's Lost Dialogue. Now fly to Algiers first.
-
- ALGIERS
- -------
-
- In Algiers, go all the way to the left and into the back alley. Go into
- Omar's Antique Shop. Get the mask. Omar will stop you; just ask him how
- much the mask cost and he'll give it to you free. Now talk to the
- knife thrower. And he'll say that he needs a volunteer. Then talk to
- Sophia and tell her how safe it is and how dexterous the knife thrower is.
- When Sophia's walks up to the knife thrower, PUSH her. And you'll get
- a nice knife in return. Now fly to Monte Carlo.
-
- MONTE CARLO
- -----------
-
- Now you got to find Trottier. Alain Trottier is the guy in the brown suit and
- grey hair. Talk to him. Tell him you're Indiana Jones from Barnett College.
- If you tell him you're the greatest adventurer he'll tell you go bug off.
- In this case, go inside the hotel and talk to Sophia. She'll tell you to
- name drop Nur-Ab-Sal. Go back down and talk to Trottier again and tell
- him Nur-Ab-Sal send you. He'll ask a question about Atlantis. The answer
- can be found by read Plato's Lost Dialogue. Then ask him to come up to
- see Madame Sophia. Don't say that Madame Sophia wants to trade wisdom, or
- come up to see the greatest show. Just get him up to the hotel room.
-
- In the room, tell Sophia to keep him busy while you try something while
- they're talking. Open the cabinet under the mirror and get the flashlight.
- Get the bedsheet. Open the fuse box. Pull the circuit breaker. Lights out!
- Use the bedsheet; use the flashlight; use the mask. In that order.
- Trottier will run out of the room, leaving the Sunstone behind. Now
- go outside and use the taxi to fly back to Algiers.
-
- ALGIERS (again)
- ---------------
-
- Go back to Omar's shop. Tell him you're interested in Atlantis and show
- him the Sunstone as proof. He'll tell you that he's made a map of a
- dig site. Tell him that you'll go in his place to check the site out.
- Don't worry if you come back empty handed. He'll ask you if you'd like
- to trade your mask for something. Say yes. Take the item Omar offers when
- he says something like red wagon, yellow scarf, etc. It's the color
- that's important, not the item. And it changes from game to game. Just
- take the item and offer it to the grocer (he's outside to the left
- of the knife thrower).
-
- If the grocer tells you he won't accept gift for himself and not of this
- color, go back to Omar's and trade it for another item, but of DIFFERENT
- color this time. Keep trying items of different colors until the grocer
- says something like this is a pleasant color. Once you know the color he
- wants it's just a matter of picking the right item.
-
- Once the grocer gives you the squab-on-a-stick, give it to the beggar and
- he'll let you have the balloon ticket. Go up to the roof and show
- the ticket to the balloon vendor.
-
- Get in the balloon. Once you're up in the air, cut the rope with the
- knife.
-
- UP IN BALLOON
- -------------
-
- It shouldn't be too hard to figure out how to fly the balloon. Just land
- at each nomad camp and ask him about the map. He'll point you in the right
- direction. Sail to the "X" when you see it; you'll get shot down. Go left
- to the abandoned dig site.
-
- ABANDONED DIG SITE
- ------------------
-
- You'll have to get Sophia out of the hole. Go down the ladder. Turn up
- you monitor's brightness and contrast (if you have them) if you're in the
- dark. Get the long rubbery thing (it's a hose). Get the clay thing (it's
- a clay jar) to the right of the track. Go back up to the truck. Use
- the hose with the gas tank; use the jar with the hose to get the gasoline.
- Go back down the ladder. Use the gas-filled jar with the metal cap. Turn
- on the portable generator. Now, pick up a ship rib. Use the rib on the
- crumbling wall to the right. Pick up the wooden peg on the table. Ues it
- on the mural. Use Sunstone with peg in hole. Use the Sunstone. Look at
- Plato's Lost Dialogue to find out how align the stone. This changes
- from game to game! Sophia will come out if you align the stone correctly.
- She'll give you an amber fish on a string (orichalcum detector) and
- a distributor cap.
-
- Open up the generator. Turn if off and get the ceramic thing, which is
- the spark plug. Go back up to the truck. Stick spark plug and distributor
- cap in engine, and close the hood. Get in truck and go to Crete.
-
- CRETE
- -----
-
- Go to your right and follow the path. Go up to the log bridge and go ALL
- the way to the left. Get the surveyor's instrument. Now go down to
- the dig site. Explore all the rooms until you come to a mural. Again,
- the location of the mural varies from game to game. (I really hate
- it when Lucasfilms does this; makes writing a solve THAT much harder.)
- Once you found the mural go outside and locate the tall horns; they're
- in the center of the site. Look at the stone to left of the horns; you'll
- see a statue; use the surveyor's instrument on it. Align the crosshair
- so that it points to the left tall horn. Click on the crosshair. You should
- see a dotted line shoot out with an "X" trailing it. Look at the stone
- to the right of the tall horns and do the same; the same thing should happen.
- You'll now see an "X" on the ground. Dig with the ship rib and get the
- Moonstone.
-
- Leave the dig site and go to the right. Use Sunstone and Moonstone on spindle.
- Consult Plato's Lost Dialogue for the proper alignment. Go inside the
- Greater Colony of Atlantis.
-
- [NOTE: From this point on, everything's from my memory. I'm currently using
- OS/2 and switching between the game and Qedit to write this solve. I over-
- wrote some of the saved games and I really don't want to replay the whole
- thing. So I may accidently leave some steps out, or my description of
- things will be a little vague.]
-
- GREATER COLONY OF ATLANTIS
- --------------------------
-
- Explore the area a bit. Walk around until you come to a minotaur statue.
- Use your whip on the statue's head. Walk to the fallen statue's head. You'll
- go down. Get the staff and Worldstone from Sternhart (he got what he so richly
- deserved). Look at the waterfall to the right. Use the chain and climb up.
- Get those statue's heads (it's near the entrance). Don't worry; without Sophia
- you can pick up the last head and just make it through the closing gate.
- Put those three head on the other shelf/lever. Go inside the gate. Use
- the staff to free the counterweight. Walk around until you see a big
- statue of a head. Use the staff on its mouth. Up you go; get the gold box.
- Go back to where Sophia is. Give her the orichalcum beads and gold box.
- Go north and through the door. You have to talk Sophia into climbing in
- that small hole. She'll pull the pulley to open the gate.
-
- Go through the gate and walk around until you come to a room with a
- crumbling wall (you won't see it say that when you cursor around) with
- a pile of bones on the left and a broken column on the right. Use
- you orichalcum detector (amber fish on a string). Use ship rib on crumbling
- wall. Go to map room of Atlantis. Use all three stones on the spindle.
- Once again, consult Plato's Lost Dialogue for the correct alignment.
- Once the door is open go through it. Klaus Kerner will then take Sophia
- away. Give him the stones and he'll leave you alone. Go to the right
- and use the ship rib on the wall. Go out and go to the submarine.
-
- SUBMARINE
- ---------
-
- Climb the ladder and go into the sub. Use the comm. and tell everyone move to
- the aft (or stern?) of the sub. Climb on down. Get the stein, bread, and
- cold cut. Use bread with cold cut. Use the stein to get the battery acid.
- Get the plunger. Climb back up to the conning room. Use the plunger on
- the control on the left. Use the acid on the strong box. Get stones and
- key.
-
- Go to the left of Sophia. Communicate with her. She'll pretend she's talking
- to Nub-Ar-Sal. Tell her to distract the guard or something. Go down and
- confront the guard. Sophia should knock the guard out cold with the bucket.
- Use the key on the emergency steering wheel. Now you have control of the
- submarine.
-
- Drive it so that it goes to the underwater dock. Getting the submarine align
- with the dock is a bit tricky, but not impossible.
-
- INSIDE ATLANTIS
- ---------------
-
- Sophia will be kidnapped. Get the ladder and use it on the steep incline.
- Get the ladder.
-
- Open the stone box. Get a rod and use a orichalcum bead on it. Instant
- light source! My memory's a little fuzzy here. But I think you need to use
- the three stones discs on the statue. Align the stones and give a orichalcum
- bead to the statue and the door will open.
-
- MAZE OF ATLANTIS
- ----------------
-
- You'll be presented with an overhead view. The rooms that a darkly shaded
- are ones you should explore. You'll see a "?" when you cursor over the
- unexplored ones.
-
- I can't tell you where EVERY item you need is. Just explore and you'll find it.
- I also can't tell you where every room is either.
-
- Go the Statue room. Use the ladder to cross the chasm. Get the stone cup.
- Go to the subway, not the one right next to the entrace, but the one all the
- way to the right. Get rib cage from skeleton.
-
- Go to Crab room. Use either the sandwich (which you made on the sub) or
- the piece of food (which you can get from fighting a guard) with the
- rib cage. A word about fighting the guards, they're push over. A few punches
- and it's lights out for them. Or you can simply run away from them.
-
- Use the crab trap on the pool of water in the Crab room. Wait until a crab
- gets trap and then get the cage.
-
- Get fish head statue. Go to Lava room. Use stone cup on the lever (?).
- Use fish head statue on plaque. Get the cup full of lava.
-
- You should also come across a wheel spoke and a piece of gear. They're both
- located in separate rooms where you see a dismantled Atlantean robot.
-
- Go to Machine room. Use wheel spoke in the place where it's missing a wheel
- spoke. Use the cup of lava on the funnel way on top of the machine. Get those
- orichalcum beads. Remember to get the wheel spoke again; you'll need it later
- on.
-
- Now in your exploring you should crawl into a grate that leads to Sophia's
- holding cell. You'll be in the air vent and you can't open the vent. Use
- an orichalcum bead on the robot right next to the vent. It'll go and
- crush the guard (literally!).
-
- Go to the Sentry room. You should have in your possession an eel figurine or
- statue. (If you don't go find it first.) Use a bead on the fish mouth statue.
- Use a bead with the eel figurine. Use another bead on the fish mouth.
-
- Go to Sophia's holding cell. Pick up that piece of statue. Go to the canal.
- Let Sophia rot in her cell.
-
- CANAL
- -----
-
- Use the crab in rib cage on the octopus. Use a bead on the float's mouth.
- Use the Sun, Moon, or World stone on the spindle above the gates to open them.
- Explore the canal. You should see a stairway leading up to another room. Go in
- the room and you should see a crescent shaped gear. Get it.
-
- Now close the cupboard. Look at the cupboard. The diagram on it is VERY
- important, so copy it down.
-
- Go back to the canal and sail around. You should come to a doorway. Go through
- the doorway and you'll be in a room with a sentry.
-
- Use the chain with sentry statue's right arm. Use ladder on sentry. Look at
- chest plate. You should have FOUR gears and one bead. Arrange the gears
- following the cupboard's diagram. What you want to do is have the sentry's
- right arm come FORWARD. Then you can attach the chain to the bronze loop
- on the door. Rearrange the gears again so that the right arm pulls BACKWARD.
- This will open the door. Get the hinge pin on the floor and go through the
- door.
-
- Walk around and explore the door. Be sure to get the scepter from that
- room with the lava pit.
-
- Find the room with the hulking machine in it. Put an orichalcum bead in
- the mouth. Use the scepter and hinge pin on those slots. Push all the slots
- UP. Use the scepter or pin again on one of the empty slot. The hulking machine
- should start up.
-
- To stop it, push the levers down. The hulking machine will fall into the lava.
- Follow the bridge and you should be in a place with doorways and streams of
- lava. Go into each doorway until you're at the lava squares. Just walk across
- it. There will be a path no matter which square you step on. Walk down the
- stairs.
-
- As you were walking around all the doors you will have noticed a large mural
- on the wall,it is vital that you note down this configuration as this is the
- sequence of the stones used in the next room.
- As usual put all three stones on the spindle and align them as per the
- mural.
- Don't bother with the frog statue it is of no use to you.
-
-
- END GAME
- --------
-
- Klaus and the mad German professor will come out. They'll argue about who
- should try the godhood machine first. Klaus will take the first crack at it.
- Indy will remind him of Plato's tenfold error about putting how many beads
- into the machine. Either way Klaus will be transformed into a goat-like
- creature who will fall into the lava. The mad doctor will then want YOU
- to try it. Just convince him that if the experiment does work then you
- will be majorly pissed with him and will send him straight to hell.
-
- After that just stand back and watch the ending.
-
- It's actually quite cool; with all the destruction and stuff.
-
-