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Indiana Jones & the Fate of Atlantis
1. Complete solution

2. Cheat



1. Complete solution:



Finding the lost dialogue:



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:



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:



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:



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.



2. Cheat:



If you want to win all of your fights by knocking out your

opponent with minimal effort simply hit [Insert] during the scrap.

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