Indiana Jones and the Fate of Atlantis: The Graphic Adventure чит-файл №3

Finding the lost dialogue:
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This is the solution to the team path. After mishaping your way through the
intro sequence go to New York. Pick up a newspaper from the stand and go
around the back of theatre. Open the fire escape door and talk to the
doorman. There are two ways in - either persuade him you are a big fan of
Sophia's by saying you think she's really smart and helps people understand
difficult things or call him a Darwinian nightmare and go straight for a
fight. Once in the theatre talk to the stage-hand twice. Watch the show. Give
him the newspaper and ask him if he wants to know about the day's events.
Push the left and right-hand levers and then push the button on the machine
to start the ghost.
After talking to Sophia you go to Iceland. Go into the old dig-site and talk
to Dr Heimdall. Then go to see Sternhart in Tikal. Go into the jungle and
steer the rodent to get it on to the middle path and then use the whip on it.
Walk down the middle path and then walk to the tree. Take the kerosene lamp
and Sternhart appears. Talk to him about the temple and ask to go inside.
When he asks you for the title of the Lost Dialogue tell him you don't know
and wait for him to go away. Talk to the parrot about the title. Walk down
the side of the temple and when Sternhart appears tell him you want to look
inside and give him the right title - Hermocrates.
Go into the temple and ask Sophia to keep Sternhart occupied. Nip back
outside and get the kerosene lamp. Go back inside the temle. Open the lamp
and use it on the animal head on the left-hand wall. Pull the elephant's nose
and then pick up the orichalcum after Sternhart leaves with the worldstone.
Go back to the truck and then back to Iceland and into dig-site. Use the
orichalcum in the eel head. Pick up the figurine and then go to the Azores.
Walk to the door and then try to open it. Talk to Costa until he goes back
inside and then talk to Sophia and ask her to talk to him. In Sophia's guise
open the door and talk to Costa about the Lost Dialogue and ask him whether
he will do business with Indy. When Sophia and Costa have finished talking
talk to Indy and let him take over. Open the door. Talk about a trade and
offer Costa the figurine.
Back in Barnett college after talking to Sophia you can find the dialogue in
one of three places. Go upstairs and pick up the gum from the school desk. Go
down into the basement and use the gum on the chute. Climb up the coal chute.
Pick up the wax cat. Go back down to the basement. Open the furnace and use
the cat on the furnace. If the dialogue isn't inside go into the office
across the road and get a jar of motor oil from the fridge. Go back to the
college. Use the rope in the library amd climb up. Pour the motor oil in
front of the statue and pull it under 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 wasn't a key in the urn go to the library and climb the
rope. Pick up the arrow head from the shelf. Go to the basement and pick up
the red rag. Wrap it round the arrow head and go back up to the library. Use
it on the screws in the back of the bookcase - the Dialogue is in the
bookcase if it wasn't anywhere else.

Finding the stones:
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When you've got the Lost Dialogue go to Algiers and walk to the left-hand
side of the market place. Go down the back alley and pick up the brown mask
from the side shop. Go back to Monte Carlo and talk to Sophia. Agree to a
seance and set about finding Trottier. Read the Lost Dialogue and try to
remember what it says. When a man in a brown suit walks past talk to him. Ask
him if he's Trottier. Say you're a simple professor and then tell him Madame
Sophia is in town. Answer the question correctly. Go to see Sophia on your
own and tell her Trottier won't come. Go back down. Talk to Trottier and then
go up for the seance. Tell Sophia to keep Trottier busy and then pick up the
bedspread. Open the cabinet and pick up the torch. Open the fuse-box and pull
the circuit breaker. When it's dark use the sheet and the torch and then the
mask. Now go to Algiers.
Talk to the knife-thrower and then try to persuade Sophia to be his
assistant. Ask her to volunteer and then tell her it's perfectly safe. When
she walks over to have a look push her. Go down the back alley to Omar's shop
and give him the worldstone. When he asks tell him you'll never give up and
he gives you a couple of camels. When you return tell Omar the camels died
and swap the mask for a red wagon. Talk to the grocer and offer to trade the
wagon for a squab. Go back to Omar and ask to swap 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 the balloon and use the knife on the rope.
Fly the balloon to a nomad camp and talk to the nomad. Ask him what he thinks
of the map and then follow his directions and land at another camp further
away. After you've visited three or four camps a nomad says you are very
close to the site and an X appears on the map. Land the balloon on the X.
Walk to the dig-site on the left and walk down the ladder after Sophia has
fallen in the hole. Grope in the dark and pick up the long thing and the
blunt wood thing as well as the clay thing and the sharp wood thing. Walk to
the ladder and then to the truck. Open the gas tank. Use the hose on the gas
tank. Use the clay jar on the end of the hose and then go back down the
ladder.
On the metal thing at the front of the screen open the metal cap. Use the
gas-filled jar with the gas filler-pipe and then push the little metal thing.
Use the ship rib with the crumbling wall on the right. Use the peg with the
mural and use the sunstone on the peg. Look at the sunstone - position the
rising sun by the horns at the top and press the peg. After Sophia comes out
pick up the sunstone and the peg. Open the generator. 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 plug on the engine. Use the distributor cap on the
engine then use the truck and go to Crete.
Walk up the steps off the left of the screen and then down the path. Walk
over the rickety bridge and keep going to the left until you find the
surveyor's instrument. Pick it up and then go down to the main dig-site. On
the left-hand side of the dig there are two entrances side by side. Go into
the left-hand one and look at the mural. Near the bull's horns statue there
are two piles of stones. Push each one to reveal two statues. Use the
surveyor's instrument on the bull's head statue. Use transit-on-statue and
line up the crosshair with the left horn. Indy says 'I see the left horn.'
Put the surveyour instrument on the bull's tail statue and line up with the
right horn. Indy says 'I see the right horn' and an 'X-marks-the-spot'
appears. Use the ship rib on the X.
Leave the dig-site and go back up the path. Walk to the right and use the
sunstone on the stone pedestal and then use the moonstone on the sunstone.
Look at the stones. Postion the rising sun and the new moon by the horns at
the top and press the spindle. Pick up the stone and go into the secret
entrance. Pick up the two statue heads and go through the doorway. From the
other side use the whip on the thrid statue head. Go up the stairs through
the door on the left and use the three statue heads on the shelf. Go through
the left-hand of the two doors at the back of the room. Use the whip on the
statue head and walk on to the slab in the middle.
Pick up the staff and the worldstone and look at the waterfall. Use the chain
and go through the door on the left avoiding the elevator. Walk through the
door by the statue heads and up the stairs and then through the door on the
right. Use the staff on the clock and then go back down the stairs and
through to the right until you reach the bottom of the stone shaft. Use the
staff in the statue's mouth. Pick up the gold box and put the beads in the
box. Go back down the first elevator to where you left Sophia. Walk through
the door at the back. Look at the hole above the gate and talk to Sophia.
Tell her she wouldn't fit - that it's a narrow passage and then that she'll
fit through with luck. Walk through the doorway and then up the stairs. Use
the amber fish. Talk to Sophia and ask her to give you the necklace. Tell her
that you need to hide it. Do as she says and then tell her that you want to
put it in the gold box.
Go into the next room - you should come down some steps - and use the amber
fish. Use the ship rib on the wall. Open the door and walk through. Walk
through the door on the right and use the sunstone on the spindle and then
then moonstone and finally the worldstone. Line up the rising sun with the
horns and then the waning moon and the city with darkness and press the
spindle. Walk through the door and when Kerner appears don't argue just give
him the stones. Use the ship rib on the rocks to the right and then walk down
to the submarine.

Finding Atlantis:
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Open the hatch and fight the captain. Inside the sub use the big lever and
then use the intercom and tell the crew to go to the bow. Walk to the lower
deck and go to the left. Pick up cold cuts bread and the porcelain mug and go
to the left. Push the switch. Go back into the sub and then push the lever.
Walk to the left and open the trapdoor. Walk to the right along the bottom
and use the mug on the battery acid. Walk to the right again. Talk to Sophia
and then go up through the trapdoor and down the ladder behind the guard.
Walk up to the guard and say 'I'm the staff archaeologist. Got any buckets?'
Pick up the plunger and go back up to the conning-tower. Use the big lever
and then use the plunger on the broken lever. Use the intercom to tell the
crew to go to the stern torpedo bay.
Go down to the lower deck and walk to the right. Open the trapdoor above and
to the right of Kerner. Go down and use the mug on the strong box. Go back to
where Sophia is and use the key on the padlocked rudder control. Push the
wheel and steer the submarine into the hole in the stones of the leftmost
screen.
                               
Inside Atlantis:
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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 the the stone thing. Open it and pick up the metal rod and use a
bead in the rod. Pick up the ladder and use the three stones on the spindle.
Look at the worldstone and position the rising sun at the bottom and the
waning moon and city in line with darkness on the right-hand side. Push the
spindle. Use a bead in the sentry statue. Pick up the stones and go through
the door.
Go around the outer corridor to the bottom right-hand side and pick up the
rib-cage from the skeleton. Visit each room in turn using the grates as short
cuts where possible and make sure you defeat at least one guard to get his
rations. Pick up the bronze spoked wheel in the room which can only be
reached by crawling through the grates. When you find Sophia's prison cell
put a bead in the sentry statue. In the statue room put the ladder on the
hole and walk across to pick up the cup. Go to the crab room. Put the rations
in the rib-cage and put the rib-cage in the pool. Pick it up when a crab is
trapped. In the lava room use the cup on the pedestal and the statue head on
the plague.
After you have visited all the rooms you should have a bronze gear a bronze
wheel a cup of lava and an eel sculpture. Go to the machine room. Put the
bronze wheel on the right-hand peg and tip the lava in the funnel at the top.
Pick up the beads and go back to the lava room to get more lava. Keep making
beads until you are unable to carry any more and then pick up the spoked
wheen and go to the sentry room. Use a bead in the eel sculpture and then in
the fish statue. Go through the door. Go into the dungeon where Sophia is
held and pick up the statue part. Go to the canal and use the trapped crab on
the canal. Walk to the canal and then on to the raft and put a bead in the
crab's mouth. Float to the right-hand gate and use the sunstone on the
spindle. Float through. Use the moonstone on the next spindle. Float through
and use the worldstone on the next two spindles. Float to the pile of bones.
Go through the door at the top of the steps and pick up the gear. Go back to
the raft. Use the moonstone on the spindle. Float through and keep going
until you reach the room with the archway. Go through the archway.
Use the chain with the bronze loop on the door and the other chain with the
statue arm. Use the ladder on the sentry statue and open the chest plate. Put
the spoked wheel and the statue part on the middle peg the crescent gear on
the right-hand pegs. The round gear on the bottom left peg and then put a
bead in the centre. Pick up the hinge pin. Go back to the dungeon and give
Sophia the hinge pin. Open the cage. Tell Sophia you have a plan and tell her
to prop it open with the pin. Open the cage. Pick up the hinge pin and go on
the raft to the door you open with the peculiar mechanism.
Follow Sophia into the room with the lava pit. Walk to the far left. Pick up
the sceptre. Walk back to the lava pit and look at Sophia. Put a bead in the
necklace's mouth and when Sophia holds it away from her body use the gold box
on it. Go back to the hallway. Walk to the left and through the door on the
right. Walk up to the slots on the machine. Use the hinge pin in the left
slot and the sceptre in the right slot. Put a bead in the mouth and push both
levers. While moving pick up the left-hand lever. Put it in the middle slot
and push it up. Walk down to the centre of the screen and then down to the
right-hand side.
Take the right door then left. Middle. Left. Right. Left. Before you go over
the steps to the right take note of the position of the sun moon and volcano
on the wall. Go to the right and take the left door at the top. Walk across
the lava and if your path is blocked go back to the shore and try to cross
again. When you succeed walk down the steps to the right and into the centre.
Put the stones on the spindle. Position them in the places shown by the
markings on the wall - it might be midday sun at the south east and volcano
and full moon to the east. Then push the spindle. Talk to the Germans and
Kerner goes on to the platform first. When the professor tries to make you 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 you decide how
many beads to use. Say 'Will you stop with the bead talk' and then tell him
about all the things you'll do when you're a god. The professor pushes you
aside so just get ready to watch the grand finale.