Indiana Jones 4: The Fate of Atlantis (PC)
Indiana Jones 4: The Fate of Atlantis cheats:
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 the
books about the statues on the left. look at the cat figurines on
the
table. Open the locker on the right and grab the statue. Go to
New York and
pick up a newspaper from the stand and go around the back of the
theatre.
Open the fire escape door and talk to the doorman. Either
persuade him
you are a big fan of Sophia's by saying you think she is really
smart
and helps people understand difficult things, call him a
Darwinian
nightmare and go straight for a fight or push the crates until
you can walk
to the fire escape ladder and climb up it. Once inside 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 days event. 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
rodent to get it on 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 the correct title - Hermocrates. Go in the temple
and ask
Sophia to keep Sternhart occupied. Nip back outside and get the
kerosene
lamp, go back inside the temple, open the lamp and use it on the
left-handed
spiral design. Pull the design and use it on the animals head on
the left-
hand wall. Pull the elephants 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 the 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. In Sophi'a
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 finsihed
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
is not inside it, go into the office across the roadand get a jar
of motor
oil from the fridge. Go back to the college, use the rope in the
library and
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 was not 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 was not anywhere
else.
The Wits path.
Go to Monte Carlo, talk to the bloke who is wearing a brown suit
with a
flower in the lapel. Use dialogue path 1/2/1/1. Note the question
that
Trottier asks, the correct answer is in Plato's Lost Dialogue.
After you
answer the question correctly, Trottier will give you his
business card.
Keeping talking to Trottier about the Nazi's trap, until he has a
reason
to take you seriously. Ram the nazi's car, you may have to hit
there car
a few times. After Trottier has told you where he threw the
Sunstone,
look at the street sign at the crash site. The streets are
arranged in
alphabetical order from left to right and from bottom to top.
Once you
find the correct drain, open the drain and grab the Sunstone. Go
to
Algiers and walk down the side alley to Omar Al-Jabbar's. Use
dialogue
path 1/1/1/4 and give Trottier's card to the servant. Ask the
servant
to speak to Omar again, and follow the man in the red fez to the
market
place. Talk to hi mand use dialogue path 4/3/1/3/1/2. Go back to
Omar's
shop and ask the price of the pots. Give the servant the red fez.
Ask
the servant to speak to Omar again and follow the red fez on the
map.
Lure Omar into the closet and close the door. Grab the laundry ,
pick up
the pole, then use it on the laundry cloth map. Pick up the
blackbird
statue and Omar's statue. If you are caught in the dessert use
dialogue
path 1/1 and give either of the statues. Show the map to some of
the
nomad camps and they will tell you "considerably" or
"far" means two
screens and "slightly" or "little" menas
"on this screen". If the nomads
do not comment, it is one screen away. Go down into the dig site,
and pick
up the long tubular thing, clay thing. Go up to the truck and
open the
gas tank. Use the hose with the tank and the clay jar with the
end of the
hose. Go back to the metal thing and open the metal cap on the
generator.
Use the hose on the metal thing and the clay jar on the gas
filler pipe.
Use the little metal thing to turn the generator on. Push the
round
object on the left and pick up the statue. Turn off the
generator, open the
cover and grab the ceramic thing. GO back to the truck, use a
bead with the
statue and use the statue with the spark plug. Once at There,
walk to the
left and up the path. Walk to the dig site in the mountains and
check the
crate on the ground. Close the lid and take the invoice. Walk
into the
dig-site and close the door in the dig-site. Use the Sunstone on
the peg
in the secret compartment. Turn the Sunstone until the correct
symbol is
opposite the tall horns then click on the spindle. Open the door,
grab the
carved sign and then take the Sunstone. Grab the entrenching tool
which is
on the table, open it and start digging. Walk back down to the
port and
talk to the man. Give him to invoice and take the balloon withing
the crate.
Give the carved sign to the man and take the basket. Grab the
fish net
hanging up. Walk back to the dig site and use the fish net with
the balloon.
Use the netted balloon with the large basket. Use the hose with
the deflated
balloon. Use the hose with the vent in the mountain. Once in the
air, you
must find the submarine and land as close as possible to it. Go
down into
the kitchen make a sandwich with the cold-cuts and bread. Walk to
the guard
who is guarding the locker. Eat the sandwich and then give it to
him. Open
the locker and take the stone and the instructions. Walk to the
torpedo bay
and wrap the greasy rag around the wires. Use the torpedo Launch
instructions
to prep the control panel. Push the launch lever and stand back.
Go to the
bunk room and take the clothesline. Use the clothesline on the
launch lever
and enter the tube, and pull the line. Once you are on Crete,
plcae the
sunstone and the moonstone on the spindle. The sunstone setting
is the same
as on There, allign the appropiate Moonstone symbol withthe
referenced
Sunstone symbol, then push the spindle. Enter the door and pick
up the two
statue heads from the shelf. Walk through the door and use the
whip of the
third head. Find the room with the Minotaur statue, use the whip
on the
head and walk onto the platform. Grab the stone and the staff.
Look at the
waterfall and use the chain to climb back up. Find the room with
the gold
box, use the staff on the chock to free the counterweight, walk
down to
the counterweight and place the staff into the mouth of the
statue. Grab
the gold box. Use the statue with the hatch. Use a bead in the
statue.
Once you have the wool scarf, the hard rubber comb, you can make
a
orichalcum detector. Use the comb with the clothesline and use it
with
the scarf. This will point to a secret door. Find the two beads
on the
ground and then put them in the lead-lined gold box. Try again
and you will
find a secret door. Open the box and put a bead in the subway
car.
(End of the wits path.)
The Team path.
When you have 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 of the 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 with greyish
hair walks
past, talk to him, ask him if he is Trottier, say you are 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 is dark,
use the
sheet, 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 is 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 will 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 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 have visited three
or four
camps a nomad says you are very close toi 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, the blunt thing, 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 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 enine, 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 left until you find
the
surveyor's instruments. 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 instruments on the bull's head statue, use
transit-on-statue,
and line up the cross hair with the left horn. Indy says "I
see the left
horn". Pu tht e surveyor's 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. Us ethe ship rib on the X. Leave the
dig-site
and go back up the path. Walk to the right and use teh sunstone
on the stone
pedestal, and then use the moonstone on the sunstone. Look at the
stones,
position 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 third statue head. Go up the stairs, through the door
on the
left and use the three statues 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,
up the
stairs and then through the door on the right. Use the staff on
the chock
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 would not
fit, that it
is a narrow passage and then that she will fit 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 you need to hide it, doas
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 somesteps - 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 sun stone on the spindle, then the
moonstone, and
finally the world stone. 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. Open the hatch and fight the captain. Inside the
sub, use the
big lever, 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 the cold cuts, bread
and the
porcelain mug, and go to the left. Push the switch, go back, and
then
push the lever. Walk to the left, 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 buard 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.
(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 the
stone
thing, open it, 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
world stone
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
prsion 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 plaque. After you have visited all the rooms
you should
have a broze 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 wheel 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 use the sunstone 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
cresent gear on the right-hand pegs, the round gear on the
bottom-left gear,
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 to 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
the left,
middle, letf, 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 it again.
When you
success, 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 will do when you are a god.
Theprofessor
pushes you aside, so just get ready to watch the grand finale.
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Search for more Indiana Jones 4: The Fate of Atlantis Hints and Tips
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 the
books about the statues on the left. look at the cat figurines on
the
table. Open the locker on the right and grab the statue. Go to
New York and
pick up a newspaper from the stand and go around the back of the
theatre.
Open the fire escape door and talk to the doorman. Either
persuade him
you are a big fan of Sophia's by saying you think she is really
smart
and helps people understand difficult things, call him a
Darwinian
nightmare and go straight for a fight or push the crates until
you can walk
to the fire escape ladder and climb up it. Once inside 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 days event. 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
rodent to get it on 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 the correct title - Hermocrates. Go in the temple
and ask
Sophia to keep Sternhart occupied. Nip back outside and get the
kerosene
lamp, go back inside the temple, open the lamp and use it on the
left-handed
spiral design. Pull the design and use it on the animals head on
the left-
hand wall. Pull the elephants 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 the 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. In Sophi'a
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 finsihed
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
is not inside it, go into the office across the roadand get a jar
of motor
oil from the fridge. Go back to the college, use the rope in the
library and
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 was not 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 was not anywhere
else.
The Wits path.
Go to Monte Carlo, talk to the bloke who is wearing a brown suit
with a
flower in the lapel. Use dialogue path 1/2/1/1. Note the question
that
Trottier asks, the correct answer is in Plato's Lost Dialogue.
After you
answer the question correctly, Trottier will give you his
business card.
Keeping talking to Trottier about the Nazi's trap, until he has a
reason
to take you seriously. Ram the nazi's car, you may have to hit
there car
a few times. After Trottier has told you where he threw the
Sunstone,
look at the street sign at the crash site. The streets are
arranged in
alphabetical order from left to right and from bottom to top.
Once you
find the correct drain, open the drain and grab the Sunstone. Go
to
Algiers and walk down the side alley to Omar Al-Jabbar's. Use
dialogue
path 1/1/1/4 and give Trottier's card to the servant. Ask the
servant
to speak to Omar again, and follow the man in the red fez to the
market
place. Talk to hi mand use dialogue path 4/3/1/3/1/2. Go back to
Omar's
shop and ask the price of the pots. Give the servant the red fez.
Ask
the servant to speak to Omar again and follow the red fez on the
map.
Lure Omar into the closet and close the door. Grab the laundry ,
pick up
the pole, then use it on the laundry cloth map. Pick up the
blackbird
statue and Omar's statue. If you are caught in the dessert use
dialogue
path 1/1 and give either of the statues. Show the map to some of
the
nomad camps and they will tell you "considerably" or
"far" means two
screens and "slightly" or "little" menas
"on this screen". If the nomads
do not comment, it is one screen away. Go down into the dig site,
and pick
up the long tubular thing, clay thing. Go up to the truck and
open the
gas tank. Use the hose with the tank and the clay jar with the
end of the
hose. Go back to the metal thing and open the metal cap on the
generator.
Use the hose on the metal thing and the clay jar on the gas
filler pipe.
Use the little metal thing to turn the generator on. Push the
round
object on the left and pick up the statue. Turn off the
generator, open the
cover and grab the ceramic thing. GO back to the truck, use a
bead with the
statue and use the statue with the spark plug. Once at There,
walk to the
left and up the path. Walk to the dig site in the mountains and
check the
crate on the ground. Close the lid and take the invoice. Walk
into the
dig-site and close the door in the dig-site. Use the Sunstone on
the peg
in the secret compartment. Turn the Sunstone until the correct
symbol is
opposite the tall horns then click on the spindle. Open the door,
grab the
carved sign and then take the Sunstone. Grab the entrenching tool
which is
on the table, open it and start digging. Walk back down to the
port and
talk to the man. Give him to invoice and take the balloon withing
the crate.
Give the carved sign to the man and take the basket. Grab the
fish net
hanging up. Walk back to the dig site and use the fish net with
the balloon.
Use the netted balloon with the large basket. Use the hose with
the deflated
balloon. Use the hose with the vent in the mountain. Once in the
air, you
must find the submarine and land as close as possible to it. Go
down into
the kitchen make a sandwich with the cold-cuts and bread. Walk to
the guard
who is guarding the locker. Eat the sandwich and then give it to
him. Open
the locker and take the stone and the instructions. Walk to the
torpedo bay
and wrap the greasy rag around the wires. Use the torpedo Launch
instructions
to prep the control panel. Push the launch lever and stand back.
Go to the
bunk room and take the clothesline. Use the clothesline on the
launch lever
and enter the tube, and pull the line. Once you are on Crete,
plcae the
sunstone and the moonstone on the spindle. The sunstone setting
is the same
as on There, allign the appropiate Moonstone symbol withthe
referenced
Sunstone symbol, then push the spindle. Enter the door and pick
up the two
statue heads from the shelf. Walk through the door and use the
whip of the
third head. Find the room with the Minotaur statue, use the whip
on the
head and walk onto the platform. Grab the stone and the staff.
Look at the
waterfall and use the chain to climb back up. Find the room with
the gold
box, use the staff on the chock to free the counterweight, walk
down to
the counterweight and place the staff into the mouth of the
statue. Grab
the gold box. Use the statue with the hatch. Use a bead in the
statue.
Once you have the wool scarf, the hard rubber comb, you can make
a
orichalcum detector. Use the comb with the clothesline and use it
with
the scarf. This will point to a secret door. Find the two beads
on the
ground and then put them in the lead-lined gold box. Try again
and you will
find a secret door. Open the box and put a bead in the subway
car.
(End of the wits path.)
The Team path.
When you have 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 of the 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 with greyish
hair walks
past, talk to him, ask him if he is Trottier, say you are 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 is dark,
use the
sheet, 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 is 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 will 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 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 have visited three
or four
camps a nomad says you are very close toi 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, the blunt thing, 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 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 enine, 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 left until you find
the
surveyor's instruments. 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 instruments on the bull's head statue, use
transit-on-statue,
and line up the cross hair with the left horn. Indy says "I
see the left
horn". Pu tht e surveyor's 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. Us ethe ship rib on the X. Leave the
dig-site
and go back up the path. Walk to the right and use teh sunstone
on the stone
pedestal, and then use the moonstone on the sunstone. Look at the
stones,
position 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 third statue head. Go up the stairs, through the door
on the
left and use the three statues 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,
up the
stairs and then through the door on the right. Use the staff on
the chock
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 would not
fit, that it
is a narrow passage and then that she will fit 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 you need to hide it, doas
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 somesteps - 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 sun stone on the spindle, then the
moonstone, and
finally the world stone. 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. Open the hatch and fight the captain. Inside the
sub, use the
big lever, 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 the cold cuts, bread
and the
porcelain mug, and go to the left. Push the switch, go back, and
then
push the lever. Walk to the left, 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 buard 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.
(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 the
stone
thing, open it, 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
world stone
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
prsion 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 plaque. After you have visited all the rooms
you should
have a broze 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 wheel 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 use the sunstone 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
cresent gear on the right-hand pegs, the round gear on the
bottom-left gear,
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 to 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
the left,
middle, letf, 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 it again.
When you
success, 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 will do when you are a god.
Theprofessor
pushes you aside, so just get ready to watch the grand finale.
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