
Ever since Plato mentioned the rich island of
Atlantis in his dialogues, the mythical place proved to be a continuous source of inspiration. The fact that it was never found turned out to be even more exciting rather than be forgotten about. The game at hand engages you on the quest for a map to get to the fabled island. Although the puzzles are rather simple and logical it is possible to get stuck once in a while so we thought the following walkthrough might be of some help.
The Hindenburg ZeppelinTurn left and walk forward. Take the crab pincer from the table and the coin from the opposite table. Turn to the right and walk. On the right you'll see an astray. Take it. Walk towards the windows. On the right see the glass breaking hammer in the display on the wall. Use the ashtray to smash the glass and take the hammer. Turn to the right and walk to the corridor. Walk to the stairs. Turn around and go down the stairs. Turn to the left and walk towards the closed door. Turn to the left and open the closed door to enter the radio room. Notice that most of the equipment has been sabotaged. Open the drawer of the desk and take the nuts and bolts. Once you examined the equipment you can exit the room. Turn to the right and walk towards the ladder hanging on the wall. Take the ladder. Turn to the right and walk to the end of the corridor. Turn to the left, open the door to the engine room and enter.
Turn to the right and talk to the man sitting down, Lou Garetti. Ask him about everything you can. Turn around and walk towards the red valves. Close the three steaming valves. Use the crab pincer on the bolts next to the left valve (out of the three) to get an intact pipe. Go right one step, one step to the left and one forward. Turn to the right and look at the top of the tank. Place the ladder against the tank. Climb up the ladder. Flip the red lever down. Use the crab pincer on the bolts. Remove the bolts by using the glass breaker. Also remove the leaky pipe. Place the intact pipe on the opening and than attach the nuts and the bolts. Head back to the red valves and open them (right and center one).
Head back to the replaced pipe. Flip the red lever up. The Zeppelin has enough steam now. Climb down the ladder. Speak to Lou once more. Talk to him about the Zeppelin. Turn to the left and walk the path between the two tanks. Turn to the right and go forward one step. On the left you'll see that the pump isn't working. Look up and flip the red lever to the upper position. The pump starts working but the belt breaks. Flip the red lever to the down position to stop the pump. Head back to Lou. Talk to him about the belt. He gives you his belt. Head back to the broken pump. Attach Lou's belt to the pump. Look up and flip the red lever again.
Go back to Lou once again and speak with him about the Zeppelin than exit the engine room. Go upstairs. Enter the corridor next to the bulletin board and walk to the telephone that is hanging on the wall a little further. Remove the phone cable by using the coin. Head back to the radio room downstairs. Remove the cables from the telex and brown telex machine against the wall. Both of them than just attach the phone cable to the telex. Type your message than take the replied message on the left side of the machine. Head back to Lou to give him the message.
The New York State BuildingWalk to the errand boy dressed in red. Talk to him to find out his name is Elmer. Ask him about himself and about the elevator. Turn right and walk towards the dressed tables in the petite foyer. Pick up the empty waste basket in the back. Open the drawer of the little table and take the lighter. Follow the corridor on the right until you get to the mailboxes. Open the one addressed to Elmer Mitchel and take the note. Read it. Take some papers out of the waste basket and put them into the waste basket in your inventory. Look at the note above the waste basket than head to Elmer to give him the note.
Put the full basket at the corner between mailboxes and the water tank at the fire exit corner. Use the lighter to set it on fire. Elmer is busy extinguishing the fire and you may use the fire escape to get to the ground.
Turn to the left and talk to the journalist. Ask him about everything you can. Turn around and walk towards the girl behind the desk. Talk to her and ask her about everything you can. Go left then right. Turn to the right and walk towards the green dressed bellhop. Talk to him than head back to the journalist. Ask him about the visitor's badge. Enter the building and head back to the elevators. Show the access badge to the boy and enter the elevator.
Follow the corridor to the left until you come to a metallic cupboard. Take the inventory register on top of it. Read the register to learn that the equipment service is at the fifth floor. Again travel the corridor until you see another cupboard. Take the magnifying glass out of it. Turn around, open the door and enter the office. Walk to the desk and read the nameplate. Talk to the woman and ask her about everything you can. Exit and follow the corridor to the right until you come across another office door. Talk to the woman there and exit. Go to the fire exit.
Follow the corridor to the left and talk about everything to the girl behind the desk of Cineworld. Turn around and grab the green Cineworld Magazine from the desk. As you exit the foyer turn to the right and talk to the bodyguard. Again ask about everything you can. It seems that he has a crush on the lady behind the desk on ground zero. Travel all the way back to the girl behind the desk on the ground floor. Talk to her than head back to the bodyguard. Tell him the girl's name is Julia.
Enter the fire exit again and head to Ellen's office and give her the magazine. Take the hairpin form her desk, talk to her and
exit the office. Walk to the elevators. Step into the elevator labeled 3. Turn to the left and walk towards the girl sitting on the sofa. Talk to her than follow the corridor to the right until you get to see a bulletin board on the right. Try to open the door opposite it. Since it's locked, pick it using the hairpin. Enter Lansky's office.
Search the coat to find a note and read it. Walk to the safe and notice that it has three different colored pointers. Around the safe are colored marks. Your goal is of course to get the colored pointers to point to the corresponding colored marks. Move the pointers by clicking on the buttons at the bottom of the safe. Right side will rotate them clockwise, while the left side will rotate the pointers anticlockwise. Come on, you can do this.
The safe opens. Take the heavy metal key. Notice something behind the painting on the back wall. Move the painting and look through the grating. Read the scribbled note. It says -2, 8, 13, 7 and 14. Exit the office.
Examine the planning board on the wall and keep in mind daily work starts at nine o'clock. Turn left and go one step forward. Study the photo on the left wall with your magnifying glass. Remember the inauguration date of the Empire State Building - the 1st of May 1931. Walk to the elevators and enter it. Head through the fire exit to Miss Hatchet's office and notice her lying on the floor. Tell Ellen about it than get back to Hatchet's office. Notice that there's something on the floor. Pick up the note book.
Look at the metal box on the chair. Well, there are 8 elevator doors, the maintenance floor you learned was 4, they start work at 9, the inauguration was on the 1st of May 1931 and the equipment service floor was 5. So the code must be 8 4 9 1 5.
Take the security key out of the box and exit the office. Enter the fire exit and step into the right opened elevator to end up at floor -2. Go left towards the metal door. Take the fire extinguisher from the wall than open the metal door with the heavy metal key. Enter the elevator control room. Go right and smash the pad lock with the fire extinguisher.
Take the jump leads out of the opened cabinet and head to electrical board. Drop the jumpers on the shelf and read the scribbled note once more: -2, 8, 13, 7 and 14. Looks like you'll have to place the jumpers correspondingly to those instructions. So that's first row -2 and 08; second row 08 and 13; third 13 and 07 and finally 07 and 14. Put the safety key in the keyhole at the bottom right of the board. Turn the safety key and notice that all elevators should work just fine now. Exit the control room and head back to the elevator. Step into the elevator to finally get to the 14th floor to meet Mister Foster.
Speak to Miss Pennington than enter the opened door to Foster's office. Speak to him. He'll want you to prove your logic skills by playing a game called The Jade Stones and the Scarab. You'll have to capture the standing Jade Stones without being beaten by the scarab. Well, avoid it while also getting the jade stones. Don't worry, he's not that smart but if you happen to loose just try again. Winning gets you to speak to Foster. Be sure to talk about all there is. Do the same with Miss Pennington and enter the elevator to head to the next stop.
MacaoEnter the ship and go down the stairs. Walk to the bar and talk to the bar keeper about Miss Sullivan. Talk to the woman sitting at the bar about herself and about Miss Sullivan. Walk to the two men standing at a long table. It's a rat racetrack, how nice. Talk to the man at your left side. Ask him twice about the rat race. He will give you a gambler's bet.
Talk to the Chinese guy. Walk to the betting counter and notice it's closed.
Notice the closed curtain on the right as you face the stairs. Open the curtain to face a sliding puzzle that you'll have to solve. When the Chinese guy spots you working on the puzzle, be sure to take a step away from the curtain than head back and continue with the puzzle. The image should look exactly like the one on the curtain. Well, get to work.
Enter the opened door and walk to the sleeping man. Examine the calendar on the left next to the grating to find out the correct date. Take the note under the pillow of the sleeping man. Read this note. You are going to need this later to answer some questions of the Chinese guy dressed in blue. Talk to the man to wake him up. Talk to him once more. Ask him about himself and about Miss Sullivan. Give him the gambler's bet. Talk to him about the rat race to get a betting slip. Exit the room.
Walk to the man at the rat racetrack. Talk to him and give him the betting slip. Talk to him again once the race is over and once more after he gives you the money. Talk to the lady that has just arrived. Walk to the bar and talk to the bar keeper as well as the woman there. Give the small sum of money to the barkeeper and show a little patience. Once the man falls asleep, talk again to the woman at the bar. Step behind the bar and open the brown hatch.
Enter the room behind the counter. Pull the lever of the generator. Quickly turn a little to the right and hide in the dark corner. When the Chinese guy dressed in blue has switched on the generator exit the dark corner. Go through the opened hatch. Walk to the lady at the gambling table and talk to her about the rat race than everything else there is to talk about.
Walk to the Chinese guy and show him the large sum of money. Talk to him about the poker game. Before you may pass you have to give the correct answers to his questions. The correct answers are: tiger, two kings of hearts, clover ace. He gives you a code. Study it and head back to Miss Sullivan. Talk to her about the poker game. It's time for poker.
Study the three little wheels. Turn the left lever three times to the right, the next one four times to the left and finally the last lever twice to the right. Enter the opened door. Talk to Kate than have a seat. Talk to everybody and finally talk to the guy at the rat track for the game to begin. It's not a real game of poker so just follow these steps:
- first hand - follow the bet until you win
- second hand - fold
- third hand - fold
- fourth hand -follow the bet until you win
- fifth hand - follow the bet twice, raise stakes, follow the bet and win
Talk to everybody than exit the room. Go up the stairs and exit the ship. As you go forward notice Captain Nathaniel Blackwood and talk to him about everything. Prepare for the next location.
IndiaTalk to Blackwood than head inside the zeppelin to the radio room. Take the pencil and the sheet of paper from the desk. Combine them and exit. Enter the engine room and pick up the knife that Lou must have dropped. Get out of the zeppelin. Go talk to Kate who was imprisoned in a cage. Walk around the cage and across the bridge all the way to some spiral stairs. That's you way in.
By the bookcase at the right side of the entrance Captain Blackwood is reading a book. Talk to him than go up the stairs. Try to open the huge brown doors. Notice the inscription at the wall next to the doors. Use the paper and pencil on the inscription. Examine that. Go back to Kate to show her what you've got. Go back into the building.
In a bookcase to the right Captain Blackwood there is a book that you can take from an upper shelf. Read it and remember the directions the elephants are pointing: one to the left, three to the right and two to the left.
There's also a book on precious jewels and the Seventh Book of Knowledge that Kate told you about. Take the blue sapphire from the book. A book on Kama Sutra is also available. Talk to Blackwood about the jewels. On the table at the centre of the room is the green statue of the elephant. Cut the pearl by using the knife. Show the pearl to Blackwood to also get a moonstone
A statue of Shiva can be noticed in one corner. Press the buttons so that all of them are lit. Take the ruby from the head and also notice the position of the arms (palms too). By the seats there's a wooden chest. Notice the image and move the arms and palms to the same position as on the statue. Take the green emerald out of the opened chest and show the Captain all of your jewels.
Using the knife first to cut the ivy you'll have to use the stones to reflect a beam of light to a secret location in the room. Place the green emerald on the statue in front of the left most bookcase. Follow the beam to the next statue and place the blue sapphire. Next is the red ruby. Finally place the moonstone on the doorknob up the stairs. Open the square in the pillar lit by the white beam.
You're now trapped and have to solve the Sudoku game to exit. Be sure to have one of each symbol on every horizontal and vertical line and also one of each in the nine per nine small squares (again nine small squares total).
The sarcophagus opens and you're free. Look at the statue in front of you. Take the trident from the statue. Examine the bas-relief. Turn around and study the tile in the floor. Walk forward and exit the room. Go back to Kate. Place the trident at the back of her cage and set her free. Head together into the building.
Examine the bas-relief one more time. Turn around to see that Kate is standing on the pressure tile. Face the bas-relief again. Remember the elephants press the left relief once, press the right relief three times and finally press the left relief twice. Proceed to the next room. Examine the fresco at the left wall. Talk to Kate. Go up the stairs and head back to the zeppelin. Climb the ladder and you're off to a new location.
MesopotamiaTalk to Kate than walk towards the little wooden gate. Talk to the herbalist. Talk to him once more and Kate will translate what he's saying. Give him your pearl and you'll receive herb poultice in return. Turn to the right and walk up the path. In a house to the left you'll find the Captain. Take the wooden hoe that is standing against the wall than enter and talk to him. Take the sieve from the wooden pole and the shears from the other pole. Exit the house. Head towards the house with the wheel against the wall. Try to open the door. Locked. Take the grille from the wall and go talk to the woman by the stove. Pick up the box of matches next to the stove. Walk to the unchecked remaining house. Examine the big wooden crate in front of the house. Take the iron bar from the wheel and return to the house. Lift the wooden crate with the iron bar and talk to the little girl. Take the smoker from the ground next to the wooden crate. Return to the house with the wheel. Turn around and pick up the wooden bucket.
Head outside the village and take the right path. Here you'll face a beehive. Light the smoker with the box of matches. Use the smoking smoker on the beehive to scare away the bees. Remove the roof from the beehive. Your goal is to get all yellow bees from the left to the right and all the orange bees from the right to the left by using the smoking smoker. The main thing is that you leave enough room for the bees to jump forward. The trick is to interlace the two colors. Move one bee line forward and allow the other color to jump it and place another line in its place. Next the first color moves and so on. Remember to keep them mixed and you do great. The same pattern applies three times (lot's of bees, what can I say?) Put away the smoker. Take the center frame full of honey from the beehive. It might be wise to save your game here! Turn around and head back to the village. Head back to the woman by the stove. Give her the frame full of honey.
Get back on the bee path but this time turn right to get to the temple. Walk to the right side of the temple. Use the hoe on the green plant and pick up the red roots. Enter the temple and examine everything you can. Look at the blue-yellow painting on the wall. As Kate explains this bas-relief represents the Dragon of Marduk. Notice that four stones of the bas-relief are missing. Also notice that the size of the missing stones is different. Measure the size of each missing stone by placing the grille over the empty squares. You'll need a 6x6, 5x4 and two 3x2. Take back the grille. Head out of the temple and notice the stones on the ground. Pick up four stones (you can't get more anyway) and head back to the village. Walk to the well and speak to the little girl about the locked door. Notice the old man Omarim by the stove. Head there and talk to the woman about Omarim. Also talk to the old man. Give him the bronze medallion and talk some more.
Now the little girl starts crying for help because she dropped her doll into the well. Go down the path and cut a piece of pivot wire with your shears. Combine the twisted metal wire with the bucket. Talk to the herbalist about the plant and about Omarim. Go to the beehives again. Turn around and take the plant. A snake bites you but luckily Kate applies the herb poultice the herbalist gave you in exchange for the pearl.
Go to the well. Place the bucket with handle on the hook above the well. Turn the lever of the well and take the doll out of the bucket to give it to the girl. Talk to her once more about the locked door. Walk to the house with the wheel against the wall. Move the wooden pole lying on the ground. Pick up the key and use it to open the door. Enter the workshop. Take the stonecutter's tool from the windowpane. Exit the workshop and head to Omarim. Give him the Aloe leaf. Talk to him once more and ask him about the first aid. He gives you a bowl of medication.
Head back to Captain Blackwood and give him Omarim's remedy. Talk to than exit the house. Look down the yellow floor outside the workshop. That's where you'll get your custom made missing stones. Use the stonecutter's tools to get the desired sizes then add them back to your inventory. Go back to the temple and listen to what the Captain has to say. Put the missing cut stones on the bas-relief. The colors are missing so nothing happens.
Here we go again. Go to the workshop. Place the sieve over the bowl next to the little burner. Take the pestle from the bowl next to it. Put the red roots in the bowl. Use the pestle on the roots. Take result and drop it on the sieve. Shake the sieve and take the bowl with powder from underneath the sieve. Put the powder in the empty bowl on top of the little burner. Light the little burner with your box of matches. So you need a dark and a lighter shade of blue as well as lighter and darker shades of yellow. Use the taps on the burner to determine the colors you get. There's a sink to the right in case you mess up a combination. Add the four needed colors to your inventory and get back to the bas-relief in the temple. Use the according colors to complete the picture.
Now place the bronze medallion in the eye of the Dragon. Pick up the blue Atlantean crystal from the water basin beneath the painting. Also take back the bronze medallion from the Dragon's eye. Go to the opposite wall. Click twice with the bronze medallion on the trident. Walk towards the opened panel in the wall and place the Atlantean crystal at the left side of the panel to activate it.
You'll have to move the ship from the left side to the right side. Move a tile by clicking the side you want it to go. The trick is to advance the ship with any given occasion. You don't care about what happens after the ship moves from a certain location, just clear the way ahead.
Enter the opened wall. Turn to the right and take the piece of paper out of Elliot's bag. Read the torn-out page. It turns out to be a page written by your father. Walk to the back wall. Remove the fake bottom medallion from the socket and place your bronze medallion in return. Elliot pops out of one of the tombs and jumps to the horn of a bull's head to activate a trap. You're trapped with your other two friends in a room with a large grate on top.
Talk to. Talk to Kate and to Blackwood. Turn to the right and examine the extinguished torch on the wall. Talk to Kate and ask for her scarf. Put the scarf on the torch. Light the torch with your box of matches. Follow the words on your dad's journal page: turn the ring beneath the torch three times. Turn around and notice the raised column. So you should get yourself nine steps to climb. Notice the tiles in the floor in front of this column. Again pay attention to your dad's words: fantastic images - 4 bull heads can be noticed around; stones that light the way - 8 torches; tentacle - 5 sides; trident - 3; a ship - 1. If you number the tiles from left to right you now have the order in which they are supposed to be pressed: the 8th, 5th, 3rd and finally the 1st. Go up the stairs. Look up to see a bull's head above the grate. Use the iron bar on the bull's left horn.
Move forward and notice a big rock with a huge red crystal on top. Notice Elliot behind the panel high up the rock. Unfortunately also notice that the bridge towards that rock was destroyed and is now. Walk towards the Ark and enter it. Turn to the left and examine the huge standing green crystal. Go right and place the blue crystal on the panel. Now you have to make a blue connection from the upper right spot to the bottom left spot. Elliot will be your opponent for this game. Each of your blue moves is followed by his red move. He's not that tough to defeat though. Just choose a path and try to avoid him. Just press the red arrow in case you lose and give it another try.
The road to Atlantis is revealed to you once you win. That's it. Enjoy the final cutscene that provides you with a new lead on the quest for the mythical lands of Atlantis. There may be a sequel in store for you, who knows?