***WARNING: SPOILER!***
WALKTHRU
Fates of
Atlantis
New York
- Look around and take the newspaper on the stand.
- Now you have to get in the theater somehow. The front door's no
good so you have to find another way in.
- There are three ways to get in. Walk to the right. There are some
crates to the right, and a door on the left.
You either:
- move the crates around and climb the ladder
- open the door and compliment Sophia when talking to
Biff (tell him about you find her so smart and how she
makes things easy to understand)
- insult Biff and duke it out (not for the non-arcaders!).
- Then go through the door and talk to the old man. Try walking to
Sophia.
- Give the newspaper to the old man.
- Fool with the levers until the three lights turn green.
- Press the red button and watch the show...
ICELAND
- Go into the cave and talk to Hiemdall until he tells you about Costa
and Sternhart.
- Leave with the jeep.
- Go to TIKAL.
TIKAL
- Go into the jungle and look around a little. You'll see a rodent.
- One of the paths take you to the edge of a chasm where a big
anaconda is wrapped around a tree. Make a point of which path it
is. When you're back in the jungle, move around until the rodent is
in front of the path to the chasm. If your close enough, whip him
and it'll run into the path and get mutilated by the snake. Then
take the path an walk to the tree (to go over the chasm).
- Once you're over, Sophia will pop out. Go to the temple. Sternhart
will pop out and start talking. Ask him to see the temple and he'll
ask you for the title of the Lost Dialogue of Plato. Tell him you
don't know the answer and the parrot on the tree will squawk. Talk
to the parrot about the title and it'll tell you the title. Then
ask Sternhart to see the temple and tell him the title. He'll let
you in.
- Look around a little. Ask Sophia to keep him busy and when they
walk to the back of the room, leave the temple and go to the trinket
stand. Get the kerosene lamp. Go into the temple and open the
lamp. Use it on the different spiral design. The kerosine eats
away at the tarnish. Take the spiral design and use it on the
animal head. Then pull on the elephant's nose and a tomb will open
up. Sternhart take the WorldStone from the tomb and leaves through
a secret door. There is also an orichalum bead in the tomb. Take it
and leave. Go to ICELAND again.
ICELAND (2nd time)
- Go into the cave. Heimdall's a popsicle.
- Look at the eel figurine
- and use the bead in its exposed mouth. It'll melt the ice around it
so you can take it.
- Get it and leave.
- Go to THE AZORES.
THE AZORES
- Go to Costa and give him the eel. He'll tell you where the Dialogue
is indirectly. He'll name a collection. The collection is
different in every game.
- Watch the show. You'll be back in Barnett college.
BARNETT COLLEGE
- Go across the street to the office.
- Open the fridge and get the jar of mayonnaise.
- Go across the street.
- Go ahead and read the bulletin board for some laughs.
- Go downstairs to the furnace room and get the rag and a lump of coal.
- Go upstairs to the library.
- Look at the school desk and get the wad of gum.
- Use the rope.
- Get the arrowhead on the right on the shelf (the teeny weeny dot).
- Use the rag on the arrowhead.
- Use the mayo on the totem pole and pull the pole twice.
- Go up to the attic.
- Open up the urn and get the key inside.
- From now on it depends what collection you're looking for. The book
will be in a object (which is different every time, too) that
belongs to the collection you're looking for . Doing ONE of the
following will get you the book:
- use the key on the chest behind the crate in the totem room
- go to the tipped over bookshelf and use the arrowhead to
unscrew the screws and get the book
- Go to the furnace room and use the gum on the coal chute. Climb up
the coal chute. This part is weird. You can see a book through
the hole and you can throw the lump of coal at it, but I don't
know if it falls...and the drawer and the end can be opened but
there's nothing in it. Anyway get the wax figurine and go back
down the chute. Open the furnace door and whip the cat in
(doesn't this remind you of the good old days?).
- Now go and across the street to office. This is the big choice. You
either pick
- CHOICE 1: FISTS (more arcade)
- CHOICE 2: TEAM (with Sophia)
- CHOICE 3: WITS (all alone)
The rest of this walkthru is for TEAM.
Now go to MONTE CARLO.
MONTE CARLO
You'll be on a busy corner next to a hotel. You can talk to people
if you want and try to figure out from their descriptions who
Trottier is.
If you don't feel like boggling your brain, he's the
hawk-nosed dude with the shit colored suit and the colorful weed on
his lapel.
- talk to him and get him to come up to Sophia's
room with you (you'll have to go talk to Sophia once in the hotel,
she'll tell you what to say).
- When he comes let Sophia do the
talking if you want and he'll ask you a bunch of questions (you had
to pay attention when you were speaking outside to answer them
correctly; he fears his wife the most of all and you have to guess
at his fingers, that part was a riot).
- After that, tell Sophia to
keep him busy.
- Take the bed sheet and the flashlight in the cabinet
and turn off the lights (open the fuse box and pull).
- Use the bed
sheet and the flashlight. You'll start waving it around and Trottier
won't be impressed.
- When he leaves, turn off the lights and play
with the flashlight again and Indy will do some hand puppets on the
wall and I almost busted a gut laughing so hard.
- Anyway, go to
Algiers. (NOTE: You could go to Algiers first and then come here,
but this way is more fun.)
ALGIERS
- Go to the knife thrower and talk to him. He'll ask for a
volunteer.
- Talk to Sophia about volunteering and she'll refuse.
- Get her to go close to him and then push her. The knife-thrower will
do his act and give you a knife in gratitude.
- Then go to the back
alley (the shop) and take the mask that's hanging there.
- Go back to
- Monte Carlo.
MONTE CARLO (2nd time)
- Repeat the process (like the first seance) but this time use the
mask from the shop. Trottier will shit in his pants and haul ass
when he see's Nur-Abster.
- You'll take the Sunstone.
- Go outside and fly to Algiers.
ALGIERS (2nd time)
Go to Omar (the shopkeeper) and give him the stone. He'll blabber a
little.
Then trade your mask for anything he has.
Then try giving
what he gave you to the grocer. The grocer will tell you no (or yes
if you're lucky) and give you a clue as to what he really wants.
Go
back to Omar and trade again until the grocer gives you a squab.
Give the squab to the beggar and he'll give you a balloon ticket.
Go up to the roof and give the ticket to the guy. Use the balloon.
The balloon will go up but a rope will prevent it from going up.
ut the rope with the knife. Now you'll be flying around the
desert.
You'll have to land at the nomad camps and ask the nomads
about the map Omar gave you. They'll tell you in what direction to
go.
Keep asking until and X appears on the ground somewhere.
Land
there and a Nazi will shoot your balloon down.
Go left towards the
digsite.
DIGSITE
- Sophia will walk to the table next to the truck and fall into a
hole.
- Walk to the ladder and go down into the pit. It'll be pitch
black.
- Talk about realism in this game: the longer you stay in the
dark, the better you'll see as your eyes get accustomed to the lack
of light (just like in real life).
- Look around (move the mouse
around) and touch everything that pops up on the command line.
Pick up the:
- < long tubular thing (hose),
- the sharp piece of wood (ship's
rib),
- the blunt piece of wood (peg),
- the clay thing (clay jar with
orachilum bead inside).
- There's a portable generator in there with
an ON/OFF switch and a gas cap.
- Go outside to the truck.
- Use the
hose with the gas tank.
- Use the jar with the END of the hose.
- Pick
up the hose.
- Go back to the generator, open the metal cap and empty
the jar into the pipe.
- Then use the on/off switch and the lights'll
go on.
- Now go to the right and use the ship's rib on the mural and
a hole will appear.
- Put the peg in the hole and put the Sunstone on
the peg.
- Look at it and align it according to the dialogue under
"at many outposts".
- A door will open and Sophia will come out and
give you a distributor cap and a amber fish (orachilum detector).
- Turn off the generator and take the spark plug that's in it.
- Go to
the truck and use the spark plug and the distributor cap in the
engine.
- Use the truck and go to CRETE.
CRETE
- You'll be at a dock.
- Go left.
- There will be a bunch of rooms and
stones.
- Look around the rooms for a mural.
- It'll give you hints on
where to look for a bull's tail statue and a bull's head statue.
- Cross the bridge that's there and take the surveyor's instrument
(transit).
- Look at all the stones and push the ones that are
loose.
- The statue will be under them.
- Use the transit on the
statue and look through it.
- Line up the crosshair with one of the
bull's horns until you see a line drawn on the screen.
- Do this for
both statues and the lines will triangulate and an X will be left on
the ground.
- Use the ship's rib on the X and you'll get the
MoonStone.
- Go back to near the dock.
- Use the two stones on the
pedestal and align them according to the dialogue under "at the
Greater colony".
- A door on the right will open.
- Go in.
- You'll see a shelf with tree busts.
- Take two of the them and go
through the door.
- On the other side, use the whip with the statue
head in the doorway.
- It'll come to you and the gate will close.
- Walk around.
- You'll get to a room with a minotaur statue.
- Whip the
head and it'll roll down onto the floor.
- Walk to where the head is
and the floor will go down.
- Mr. Sternhart will be there nice and
rotten.
- Pick up the WorldStone and the staff.
- Go to the waterfall
and use the chain that's behind it.
- When go get to the place with the other shelf, put the busts on the
shelf so the gate opens.
- Go through the door and go up to the room
with the gold box and the counterweight.
- Use the staff on the chock
holding up the counterweight.
- Now leave and find the room with the
big face (directly underneath the room with the counterweight).
- Use
the staff in the face's mouth and the elevator will go up as the
counterweight comes down.
- Take the gold box and the beads under it.
- Go back down the elevator and go to the back room.
- Convince Sophia
and hoist her up to the hole.
- She'll open the gate.
- Go through
it.
- No you'll have to use the amber fish to go on, but Sophia's
necklace causes interference.
- So talk to Sophia and get her to put
the necklace in the gold box.
- Then go to every room in that area
(after the gate) and use the amber fish until it points to the
wall.
- Then use the ship's rib on the wall and a door will appear.
- Go through.
- You'll be in the map room.
- Go to the spindle and use the stones
according to the dialogue under "to approach Atlantis".
- A door will
open.
- Go in and Kerner will follow you in.
- Give him the stones (if
you resist, he'll blow a hole in you) and use the ship's rib on the
right wall.
- You'll be back on the surface.
- There'll be a German
U-boat docked.
- Walk there.
SUBMARINE
Go to the hatch and open it. The wimpy Captain will come out and
he'll fall with a slap. Go down and use the lever (it'll break
off). Now talk through the intercom and and tell everyone to go to
the bow. Then go down and go left. Make yourself a sandwich with
the cold cuts and the bread. Take the mug on the shelf. Go left
and pull on the lever and the switch. Then go to the lower level
and fill up the mug with the battery acid. Go right from there and
talk to Sophia through the wall. Tell her to keep the guard busy
and leave. Go behind the guard and take the plunger on your right.
Now walk up to the guard. He'll turn and face you and ask you
something. Mention something about a pail or bucket and Sophia will
understand that she has to use the pail next to her to bonk the
guard. After the guard is out go to up and use the plunger where
the lever broke. Then go to the strong box under the closet and use
the acid on it. You'll get the three stones and a key. Go use the
key on the padlock on the emergency rudder control. Now pull or
push the wheel and you'll have control of the sub. Manoeuvre the
sub with the controls (the plunger for depth, the steering wheel for
direction, the lever for speed and the switch for forward/reverse
(you can only use this switch when the sub is not moving)). Find
the air lock and go in with your sub. You'll get into the air lock
and Sophia will get kidnapped.
ATLANTIS