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- INDIANA JONES: FOA
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- PART 1 (New York, Iceland, Tikali, Azores, College)
-
- 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.
-
- *************************************************************************
- PATH 1 -- TEAM MODE
- ===================
- PART 2 (Algier, Monte Carlo)
-
- 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.
-
- *************************************************************************
- PART 3 (Desert)
-
- 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.
-
- **************************************************************************
- PART 4 (Crete)
-
- 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.
-
- *************************************************************************
- PART 5 (Submarine)
-
- 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).
-
- *************************************************************************
- PART 6 (Atlantis)
-
- 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.
-
- *************************************************************************
- PART 7 (The inner cycle)
-
- 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 the
- necklace. You get rid of Nur-Ab-Sal in the lava pit. Pick up the scepter
- (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.
- *************************************************************************
-
-
-
- PATH 2 -- WITS MODE
- ====================
- PART 2 (Algier, Monte Carlo)
-
- 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.
- *************************************************************************
- PART 3 (Desert)
-
- 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.
-
- *************************************************************************
- PART 4 (Island Thera)
-
- 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.
-
- *************************************************************************
- PART 5 (Submarine)
-
- Use bread and cold cuts to make a sandwich. Give sandwich to guard. Open
- locker to get moonstone and torpedo instructions. Pick up rag and
- clothesline. Go to torpedo room at the aft section. Use rag with wires.
- Use instructions with control panel. Push lever to cause fire. Go to the
- torpedo room at the front section. Use instructions with control panel.
- Use clothesline with lever. Enter torpedo tube. Pull line.
-
- 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.
- *************************************************************************
-
-
-
- PATH 3 -- FISTS MODE
- ====================
- PART 2 (Algier, Monte Carlo)
-
- 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.
- *************************************************************************
- PART 3 (Desert)
-
- 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.
- *************************************************************************
- PART 4 (Crete)
-
- 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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