Indiana Jones 4: The Fate of Atlantis
# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Various Info
Click on the peculiar statue on the left side of the screen.click on the rope next to the gaping hole on the right side of the screen.look at thebooks about the statues on the left. look at the cat figurines onthe table. Open the locker on the right and grab the statue. Go toNew York and pick up a newspaper from the stand and go around the back of thetheatre. Open the fire escape door and talk to the doorman. Eitherpersuade himyou are a big fan of Sophia's by saying you think she is reallysmartand helps people understand difficult things, call him aDarwinian nightmare and go straight for a fight or push the crates untilyou can walkto the fire escape ladder and climb up it. Once inside thetheatre, talk to the stage hand twice, watch the show, give him the newspaperand ask himif he wants to know about the days event. Push the left andright-hand levers, and then push the button on the machine to start theghost. Aftertalking to Sophia, you go to Iceland. Go into the old dig-siteand talk toDr Heimdall. Then go to see Sternhart in Tikal. Go into thejungle and steer rodent to get it on the middle path, and then use the whip on it.Walkdown the middle path and then walk to the tree. Take the kerosenelamp andSternhart appears. Talk to him about the temple, and ask to goinside. When he asks you for the title of the Lost Dialogue, tell him youdon't know and wait for him to go away. Talk to the parrot about the title. Walkdown the side of the temple and when Sternhart appears, tell him you wantto look inside and give the correct title - Hermocrates. Go in the templeand ask Sophia to keep Sternhart occupied. Nip back outside and get thekerosene lamp, go back inside the temple, open the lamp and use it on theleft-handedspiral design. Pull the design and use it on the animals head onthe left-hand wall. Pull the elephants nose, and then pick up theorichalcum afterSternhart leaves with the worldstone. Go back to the truck, andthen back to Iceland and into the dig-site. Use the orichalcum in the eelhead, pick up the figurine and then go to the Azores. Walk to the door and thentry to open it. Talk to Costa until he goes back inside. In Sophi'aguise, open thedoor and talk to Costa about the Lost Dialogue and ask himwhether he will do business with Indy. When Sophia and Costa have finsihedtalking, talk toIndy and let him take over. Open the door, talk about a trade andoffer Costa the figurine. Back in Barnett College, after talking toSophia, youcan find the dialogue in one of three places. Go upstairs andpick up thegum from the school desk, go down into the basement and use thegum on thechute. CLimb up the coal chute, pick up the wax cat, go back downto the basement, open the furnace and use the cat on the furnace. If thedialogue is not inside it, go into the office across the roadand get a jarof motor oil from the fridge. Go back to the college, use the rope in thelibrary and climb up. Pour the motor oil in front of the statue and pull itunder the hole. Climb up and take the key from the urn. Climb back down,push the crate aside and open the chest with the key. If there was not akey in the urn, go to the library and climb the rope. Pick up the arrow headfrom the shelf. Go to the basement and pick up the red rag. Wrap it roundthe arrow head and go back up to the library. Use it on the screws in theback of the bookcase - the Dialogue is in the bookcase if it was not anywhereelse.
The Wits path.Go to Monte Carlo, talk to the bloke who is wearing a brown suitwith a flower in the lapel. Use dialogue path 1/2/1/1. Note the questionthatTrottier asks, the correct answer is in Plato's Lost Dialogue.After youanswer the question correctly, Trottier will give you hisbusiness card.Keeping talking to Trottier about the Nazi's trap, until he has areasonto take you seriously. Ram the nazi's car, you may have to hitthere cara few times. After Trottier has told you where he threw theSunstone, look at the street sign at the crash site. The streets arearranged in alphabetical order from left to right and from bottom to top.Once youfind the correct drain, open the drain and grab the Sunstone. GotoAlgiers and walk down the side alley to Omar Al-Jabbar's. Usedialoguepath 1/1/1/4 and give Trottier's card to the servant. Ask theservantto speak to Omar again, and follow the man in the red fez to themarketplace. Talk to hi mand use dialogue path 4/3/1/3/1/2. Go back toOmar'sshop and ask the price of the pots. Give the servant the red fez.Askthe servant to speak to Omar again and follow the red fez on themap.Lure Omar into the closet and close the door. Grab the laundry ,pick upthe pole, then use it on the laundry cloth map. Pick up theblackbirdstatue and Omar's statue. If you are caught in the dessert usedialoguepath 1/1 and give either of the statues. Show the map to some ofthenomad camps and they will tell you "considerably" or"far" means twoscreens and "slightly" or "little" menas"on this screen". If the nomadsdo not comment, it is one screen away. Go down into the dig site,and pickup the long tubular thing, clay thing. Go up to the truck andopen thegas tank. Use the hose with the tank and the clay jar with theend of thehose. Go back to the metal thing and open the metal cap on thegenerator.Use the hose on the metal thing and the clay jar on the gasfiller pipe.Use the little metal thing to turn the generator on. Push theroundobject on the left and pick up the statue. Turn off thegenerator, open the cover and grab the ceramic thing. GO back to the truck, use abead with thestatue and use the statue with the spark plug. Once at There,walk to theleft and up the path. Walk to the dig site in the mountains andcheck thecrate on the ground. Close the lid and take the invoice. Walkinto thedig-site and close the door in the dig-site. Use the Sunstone onthe pegin the secret compartment. Turn the Sunstone until the correctsymbol isopposite the tall horns then click on the spindle. Open the door,grab the carved sign and then take the Sunstone. Grab the entrenching toolwhich ison the table, open it and start digging. Walk back down to theport andtalk to the man. Give him to invoice and take the balloon withingthe crate.Give the carved sign to the man and take the basket. Grab thefish net hanging up. Walk back to the dig site and use the fish net withthe balloon. Use the netted balloon with the large basket. Use the hose withthe deflated balloon. Use the hose with the vent in the mountain. Once in theair, you must find the submarine and land as close as possible to it. Godown intothe kitchen make a sandwich with the cold-cuts and bread. Walk tothe guardwho is guarding the locker. Eat the sandwich and then give it tohim. Openthe locker and take the stone and the instructions. Walk to thetorpedo bay and wrap the greasy rag around the wires. Use the torpedo Launchinstructionsto prep the control panel. Push the launch lever and stand back.Go to thebunk room and take the clothesline. Use the clothesline on thelaunch leverand enter the tube, and pull the line. Once you are on Crete,plcae thesunstone and the moonstone on the spindle. The sunstone settingis the same as on There, allign the appropiate Moonstone symbol withthereferenced Sunstone symbol, then push the spindle. Enter the door and pickup the twostatue heads from the shelf. Walk through the door and use thewhip of thethird head. Find the room with the Minotaur statue, use the whipon thehead and walk onto the platform. Grab the stone and the staff.Look at thewaterfall and use the chain to climb back up. Find the room withthe gold box, use the staff on the chock to free the counterweight, walkdown tothe counterweight and place the staff into the mouth of thestatue. Grabthe gold box. Use the statue with the hatch. Use a bead in thestatue. Once you have the wool scarf, the hard rubber comb, you can makea orichalcum detector. Use the comb with the clothesline and use itwith the scarf. This will point to a secret door. Find the two beadson the ground and then put them in the lead-lined gold box. Try againand you willfind a secret door. Open the box and put a bead in the subwaycar.(End of the wits path.)
The Team path.When you have the Lost Dialogue, go to Algiers and walk to theleft-handside of the market place. Go down the back alley and pick up thebrown mask from the side of the shop. Go back to Monte Carlo and talk toSophia. Agreeto a seance and set about finding Trottier. Read the LostDialogue and try to remember what it says. When a man in a brown suit with greyishhair walks past, talk to him, ask him if he is Trottier, say you are asimple professorand then tell him Madame Sophia is in town. Answer the questioncorrectly. Go to see Sophia on your own and tell her Trottier won't come. Goback down,talk to Trottier and then go up for the seance. Tell Sophia tokeep Trottierbusy, and then pick up the bedspread, open the cabinet and pickup the torch,open the fuse-box and pull the circuit breaker. When it is dark,use the sheet, the torch and then the mask. Now go to Algiers. Talk tothe knife-thrower and then try to persuade Sophia to be his assistant. Askher to volunteer, and then tell her it is perfectly safe. When she walksover to have a look, push her. Go down the back alley to Omar's shop andgive him the worldstone. When he asks, tell him you will never give up,and he givesyou a couple of camels. When you return, tell Omar the camelsdied, andswap the mask for a red wagon. Talk to the grocer and offer totrade the wagon for something red. Take the fez and give it to the grocer.Talk to the beggar on the right and then give him the squab on a stick.Walk to the roof and give the ticket to the balloon vendor. Walk to theballoon anduse the knife on the rope. Fly the balloon to a nomad camp andtalk to thenomad. Ask him what he thinks of the map and then follow hisdirections andland at another camp further away. After you have visited threeor four camps a nomad says you are very close toi the site and an Xappears on themap. Land the balloon on the X. Walk to the dig-site on the left,and walkdown the ladder after Sophia has fallen in the hole. Grope in thedark and pick up the long thing, the blunt thing, the clay thing and thesharp woodthing. Walk to the ladder and then to the truck. Open the gastank, use thehose on the gas tank, use the clay jar on the end of the hose andthen go back down the ladder. On the metal thing at the front of thescreen, open the metal cap. Use the gas-filled jar with gas filler-pipe, andthen pushthe little metal thing. Use the ship rib with the crumbling wallon the right, use the peg with the mural and use the sunstone on thepeg. Look at the sunstone, position the rising sun by the horns at the top andpress thepeg. After Sophia comes out, pick up the Sunstone and the peg,open thegenerator, push the on/off button, pick up the spark plug(ceramic thing)and go back up the ladder. Walk to the truck, use the spark plugon the engine, use the distributor cap on the enine, then use the truckand go toCrete. Walk up the steps off the left of the screen and then downthe path. Walk over the rickety bridge and keep going left until you findthe surveyor's instruments. Pick it up and then go down to the maindig-site. On the left-hand side of the dig there are two entrances side byside, go into the left-hand one and look at the mural. Near the bull'shorns statuethere are two piles of stones, push each one to reveal twostatues. Use thesurveyor's instruments on the bull's head statue, usetransit-on-statue,and line up the cross hair with the left horn. Indy says "Isee the left horn". Pu tht e surveyor's instrument on the bull's tailstatue and line up with the right horn. Indy says "I see the righthorn" and an 'X-marks-the-spot' appears. Us ethe ship rib on the X. Leave thedig-siteand go back up the path. Walk to the right and use teh sunstoneon the stonepedestal, and then use the moonstone on the sunstone. Look at thestones,position the rising sun and the new moon by the horns at the topand press the spindle. Pick up the stone and go into the secret entrance.Pick up thetwo statue heads and go through the doorway. From the other sideuse the whip on the third statue head. Go up the stairs, through the dooron the left and use the three statues heads on the shelf. Go through theleft-handof the two doors at the back of the room, use the whip on thestatue head and walk on to the slab in the middle. Pick up the staff and theworldstone,and look at the waterfall. Use the chain and go through the dooron the leftavoiding the elevator. Walk through the door by the statue heads,up the stairs and then through the door on the right. Use the staff onthe chockand then go back down the stairs and through to the right untilyou reachthe bottom of the stone shaft. Use the staff in the statue'smouth. Pick up the gold box and put the beads in the box. GO back down the firstelevator to where you left Sophia. Walk through the door at the back. lookat the hole above the gate and talk to Sophia. Tell her she would notfit, that itis a narrow passage and then that she will fit with luck. Walkthrough the doorway and then up the stairs. Use the amber fish, talk toSophia and askher to give you the necklace. Tell her you need to hide it, doasshe saysand then tell her that you want to put it in the gold box. Gointo the nextroom - you should come down somesteps - and use the amber fish.Use theship rib on the wall, open the door and walk through. Walkthrough the dooron the right and use the sun stone on the spindle, then themoonstone, andfinally the world stone. Line up the rising sun with the horns,and thenthe waning moon and the city with darkness, and press thespindle. Walk through the door and when Kerner appears, don't argue, just givehim the stones. Use the ship rib on the rocks to the right and then walkdown to the submarine. Open the hatch and fight the captain. Inside thesub, use thebig lever, then use the intercom and tell the crew to go to thebow. Walk tothe lower deck and go to the left. Pick up the cold cuts, breadand the porcelain mug, and go to the left. Push the switch, go back, andthen push the lever. Walk to the left, open the trapdoor, walk to theright along the bottom and use the mug on the battery acid. Walkto the right again, talk to Sophia and then go up through the trapdoor,and downthe ladder behind the guard. Walk up to the buard and say"I'm the staff archaeologist. GOt any buckets?". Pick up the plunger and goback up to the conning tower. Use the big lever and then use the plunger on thebroken lever. Use the intercom to tell the crew to go to the sterntorpedo bay.Go down to the lower deck and walk to the right. Open thetrapdoor above and to the right of Kerner, go down and use the mug on the strongbox. GO backto where Sophia is and use the key on the padlocked ruddercontrol. Push the wheel and steer the submarine into the hole in the stones ofthe leftmost screen. (End of the team path)
[All three paths re-join here.] Walk to the right of the screen to the stone rubble and pick up the wood thing in the bottom left corner of the screen.Use the ladder with the rubble and walk up to the stone thing. Touch thestone thing, open it, pick up the metal rod and use a bead in the rod.Pick upthe ladder and use the three stones on the spindle. Look at theworld stoneand position the rising sun at the bottom, and the waning moonand city in line with darkness on the right-hand side. Push the spindle, usea beadin the sentry statue, pick up the stones and go through the door.Go aroundthe outer corridor to the bottom right-hand side and pick up therib-cage from the skeleton. Visit each room in turn, using the grates asshort cutswhere possible, and make sure you defeat at least one guard toget hisrations. Pick up the bronze spoked wheel in the room, which canonly bereached by crawling through the grates. When you find Sophia'sprsion cell, put a bead in the sentry statue. In the statue room, put theladder on the hole and walk across to pick up the cup. Go to the crab room. Putthe rations in the rib-cage and put the rib-cage in the pool. Pick itup when a crab is trapped. In the lava room, use the cup on the pedestaland the statue head on the plaque. After you have visited all the roomsyou shouldhave a broze gear, a bronze wheel, a cup of lava and an eelsculpture. Goto the machine room, put the bronze wheel on the right-hand pegand tip thelava in the funnel at the top. Pick up the beads and go back tothe lava room to get more lava. Keep making beads until you are unable tocarry any more and then pick up the spoked wheel and go to the sentry room.Use a beadin the eel sculpture and then in the fish statue. Go through thedoor, go into the dungeon where Sophia is held and pick up the statuepart. Go to the canal and use the trapped crab on the canal. Walk to thecanal and thenon to the raft and put a bead in the crab's mouth. Float to theright-handgate and use the sunstone on the spindle. Float through, use themoonstoneon the next spindle, float through and use the worldstone on thenext two spindles. Float to the pile of bones, go through the door at thetop of the steps and pick up the gear. Go back to the raft, use themoonstone on thespindle, float through and use the sunstone on the spindle. Floatthroughand keep going until you reach the room with the archway. Gothrough thearchway. Use the chain with the bronze loop on the door, and theother chainwith the statue arm. Use the ladder on the sentry statue and openthe chestplate. Put the spoked wheel and the statue part on the middlepeg, the cresent gear on the right-hand pegs, the round gear on thebottom-left gear,and then put a bead in the centre. Pick up the hinge pin., goback to thedungeon and give Sophia the hinge pin. Open the cage, tell Sophiayou have aplan, and tell her to prop it open with the pin. Open the cage,pick up thehinge pin and go on to the raft to the door you open with thepeculiarmechanism. Follow SOphia into the room with the lava pit. Walk tothe far left, pick up the sceptre, walk back to the lava pit and look atSophia. Puta bead in the necklace's mouth and when Sophia holds it away fromher bodyuse the gold box on it. Go back to the hallway, walk to the leftand throughthe door on the right. Walk up to the slots on the machine, usethe hinge pin in the left slot and the sceptre in the right slot. Put abead in the mouth and push both levers. While moving, pick up the left-handlever, put it in the middle slot and push it up. Walk down to the centre ofthe screenand then down to the right-hand side. Take the right door, thenthe left, middle, letf, right, left. Before you go over the steps to theright, take note of the position of the sun, moon and volcano on the wall, goto the right and take the left door at the top. Walk across the lava andif your path is blocked, go back to the shore and try to cross it again.When yousuccess, walk down the steps to the right and into the centre.Put the stones on the spindle, position them in the places shown by themarkings onthe wall - it might be midday sun at the south east, and volcanoand fullmoon to the east. Then push the spindle. Talk to the Germans andKerner goes on to the platform first. When the professor tries to makeyou go on, tell him he'd make a better god, tell him about Plato's error,and then that Plato and Kerner got it wrong. The professor then lets youdecide howmany beads to use. Say, "Will you stop with the beadtalk," and then tellhim about all the things you will do when you are a god.Theprofessorpushes you aside, so just get ready to watch the grand finale.