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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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