Fate of Atlantis    


Walkthru for Indiana Jones IV, Version 2 

(A#) -- Alternative Solution. This document contains the following sections: 

   Introduction 
   Part 1 
      Team Mode 
         Part 2 
         Part 3 
         Part 4 
         Part 5 
         Part 6 
         Part 7 
      Wits Mode 
         Part 2 
         Part 3 
         Part 4 
         Part 5 
      Fists Mode 
         Part 2 
         Part 3 
         Part 4 



Introduction

I am the first one to solve Indy 4 in all three mode. My total score (also the 
current high) is 938 out of 1000. Here is the complete walkthru. 

Thanks to Gerhard, he is the author of the first version. Thanks to Terence, he 
contributes to part of the solution of fists mode. If you find an alternative 
solution not listed here or if you are not properly credited, e-mail to 
Gerhard(gwoeging@iaik.tu-graz.ac.at). He will fix them at the next version. 

Comment of Indy 4: Highly recommended.

The animations in Indy 4 is the best of all currently available PC games(I 
think that contributes to their superior color palette shifting technology). 
Better than Monkey Island II or the animation sequences in U7 and UW. The story 
line is fine. Most of the puzzles are well crafted. The game size is about one 
fifth of U7 but with much more animations. The ending animation are quite 
astonishing. I think it will be a classic. 

There are three modes. Each come with different puzzles and solutions. I 
recommend first try team mode because Sophia can give you some hints. Then you 
can try wits mode, it has several very interesting puzzles. Fists mode (action 
game) is optional because Indy 4 do not come with a good combat system (it is 
the same one in Indy 3).



PART 1

(New York, Iceland, Tikali, Azores, College)

NEW YORK: Take the newspaper. 

(A1) find your way through the crates on the backside of the building 
(pushcrates) and use the fire escape. 

(A2) talk to doorman, "smart", "easy to understand". 

(A3) Fight doorman. 

Give the paper to the stagehand, push the right and left lever and press the 
button. Talk to Sophia and leave together with her for Iceland. 

ICELAND: Talk to Heimdall; he tells you about Tikali and the Azores. 

TIKALI: Hit the jungle rodent several times with the whip, until it runs to the 
snake; use the tree. Talk to Sternhart until he asks you the name of Plato's 
lost dialogue. Tell him that you do not know the title. Then talk to the 
parrot, ask him "Title?" and talk again to Sternhart. Inside the pyramide, ask 
Sophia to keep Sternhart occupied. Go outside, take the lamp and open it. Use 
the lamp to get the spiral design in the pyramide. Then use the design with the 
animal head, pull it and open the grave. Sternhart gets away with the disk. 
Take the bead and return to Iceland. 

ICELAND: Use the bead in the eel's mouth; take the eel. 

AZORES: Let Sophia first talk to Costa. Then trade him the eel for the 
knowledge of the position of the lost dialogue. 

COLLEGE: There are three possibilities to find the collection (changes from 
game to game). (Case 1) Take the gum from the desk in the library, use it with 
the coal chute in the furnace room. Take the wax cat figurine and melt it in 
the furnace. (Case 2) Get the rag in the furnace room and the arrowhead in the 
room with the totempole. Use the rag with the arrowhead to produce a 
screwdriver and open the bookcase in the library. (Case 3) Use the jar from the 
refrigerator in the office with the totempole. Pull the totempole under the 
hole in the ceiling and climb up. Open the urn and take the key. Push the crate 
in the totempole-room and open the chest behind it. 

Talk to Sophia in the office and choose one of the three paths -- team, wits, 
and fists. 


PATH 1 -- TEAM MODE

PART 2

(Algier, Monte Carlo)

ALGIER: Go to the shopkeeper in the back alley and take the mask. Talk to the 
man with the knives. Convince Sophia to volunteer for him and push her as she 
hesitates. You will receive a knife this way. 

MONTE CARLO: Talk to several people and ask them about Trottier. Sooner or 
later you will meet him (a man in a brown suit). Talk to him in a very polite 
and humble way till he is willing to take part in the seance. 

(A1:indy) During the seance take the flashlight from the cabinet and the 
bedsheet. Open the fuse box and use the circuit breaker. Wear the bedsheet, the 
mask and the flashlight to produce a reasonable ghost. 

(A2:sophia) When indy talk to Trottier outside, take notes on what he said 
(they varied from game to game). After entering the room, transfer control to 
sophia. Demand proof. Answer three questions as Trottier just said. Answer a 
random number.(may need several save-and-restore here) This solution does not 
require the mask. 

Afterwards take the sunstone. 

ALGIER: Talk again to the shopkeeper and show him the sunstone. He will give 
you a map and a couple of camels; your first visit to the desert fails. Next 
you have to trade several things with the shopkeeper and with the grocer; the 
final goal is to get the squab-on-a-stick for the mask. Give the squab to the 
beggar and receive a balloon ticket. Go to the roof, enter the balloon and cut 
the rope with the knife. 


PART 3

(Desert)

BALLOON RIDE: A kind of arcade game, since the up and down movements are 
coupled with movement in clockwise and counterclockwise directions. You will 
find out about this. You must land several times and ask nomades for the way to 
the X. 

DIG SITE: Sophia disappears into the hole. Climb down the ladder into the dark 
room, and get everything you can get: Sharp wood thing (ship rib), long tubular 
thing (hose), blunt wood thing (peg), clay thing (clay jar). At the truck you 
use the hose with the opened gas tank and the clay jar with the hose; this 
fills the jar with gas. Go back to the dark room, open the metal cap and pour 
the gas-filled jar into the gas filler pipe. Push the little metal thing to 
turn on the generator. Then dig the crumbling wall with the ship rib, put the 
peg into the mural and put the sunstone on the peg. Look at the sunstone: the 
lost dialogue tells to align "darkness" with the "horns"; do this and press the 
peg to open a secret door. Sophia comes out and gives you a distributor cap and 
a fish-on-a-string. Turn off the generator, open it and take the spark plug. 
Put the distributor cap and the spark plug into the truck's engine. Leave for 
Crete. 


PART 4

(Crete)

RUINS: First find the surveyor's instrument and take it. Pick up all stones 
around the tall horns; you will detect two statues (bull's head and tail). In 
one of the entrances, there is a mural diagram with a bull's head, horns and 
tail. According to this, put the surveyor's instrument on the head statue and 
look through it to the left horn. Then put it on the tail statue and look at 
the right horn. This gives you an X. Dig at the X with the ship rib and find 
the moonstone. Go to the stone pedestal and use the sun- and the moonstone with 
it. Align the disks according to the lost dialogue (changes from game to game), 
press the spindle and detect a secret door in the wall. 

CAVES: Pick up two of the three stone heads. Go through the door and get the 
third head with your whip. Find the room with the tall Minotaur statue. Use the 
whip with its head, and then stand to the left of the big head. The elevator 
takes you down to the dead Sternhart. Take the worldstone and the staff. 
Examine the waterfall and use the chain hidden behind it. Then find the room 
with the shelf and the closed door; open the door by putting the three stone 
heads onto the shelf. Go through the door and do three things. First, use the 
staff with the chock to free the counterweight. Secondly, use the staff in the 
statue's mouth to start the elevator. Thirdly, take the golden box, open it, 
put the two beads into it and close it again. 

Return to Sophia and enter the next room. Convince Sophia to let you boost her 
through the hole in order to open the gate. In the next room use the 
fish-on-a-string. It will point to Sophia's necklace. Talk to Sophia and make 
her put the necklace into the golden box. Walk through all rooms and use the 
fish-on-a-string. Somewhere it will point to the wall; dig this wall with the 
rib and open the door behind. Use all three disks with the spindle according to 
the lost dialogue. The Germans will kidnap Sophia and steal the disks. Dig the 
rocks with the rib and return to the surface. 


PART 5

(Submarine)

Open the hatch, fight against the captain and enter the submarine. Use the 
intercom to order "All hands to the bow". Go to the lower deck, take the mug of 
porcelain and fill it with battery acid. Talk to Sophia from the left 
neighboring room through the window in the wall and ask her to distract the 
guard. Free Sophia and open the strong box with the help of the acid. Inside 
the box you find the three disks and a tiny key. Get the plunger. Unlock the 
emergency rudder control with the tiny key, break the lever in the conning 
tower and repair it with the plunger. Steer the submarine into the airlock 
(another fine(?) arcade game). 


PART 6

(Atlantis)

ENTRANCE: Find the wooden thing (ladder) in the dark and use it at the stone 
rubble. Sophia is kidnapped by the Germans again. Climb the ladder, open the 
stone thing and take the rod. Put a bead into the rod and light the room. Use 
the disks with the spindle according to the lost dialogue, but with north and 
south reversed (as "entrance is yielded only to contrary minds"). The statue's 
mouth will open, and you feed a bead into it. The door opens, you take the 
ladder and the three disks. Enter Atlantis. 

The exact position of the interesting rooms in Atlantis changes from game to 
game. Explore all shaded places (marked by a questionmark), open and enter all 
grates. You must detect the following rooms and items. 

ROOM WITH ROBOT PARTS 1: Take the bronze gear attached to the wall. 

ROOM WITH ROBOT PARTS 2: Take the bronze spoked wheel lying in the 

ROOM WITH EEL-FIGURINE: Get the eel-figurine from the cupboard. 

SUBWAY: At the most southern point, in the outer cycle. Take the rib cage from 
the skeleton. 

HALLWAY: Fight against one of the German stooges (and defeat him). You will get 
a bratwurst. Bait the rip cage with the bratwurst (in case you took the 
sandwich from the kitchen in the submarine, you may bait the cage with the 
sandwich). 

CRAB ROOM: Use the baited rip cage in the pool to catch a crab. 

STATUE ROOM 1: Contains a statue that looks like a cross between a bull and a 
fish. Take the statue's head. 

STATUE ROOM 2: Contains a large statue holding a cup. Use the ladder to cross 
the hole in the floor. Take the stone cup. Don't forget to take the ladder 
before leaving. 

LAVA ROOM: Use the stone cup with the pedestal. Use the statue's head with the 
plaque. This gives you a mug full of lava. 

MACHINE ROOM: Repair the machine by putting the bronze spoked wheel onto the 
peg. Fill the mug with lava into the funnel. Take the produced beads and take 
the bronze spoked wheel before leaving. 

PRISON ROOM: In the room where Sophia is kept imprisoned there are two vents, 
one on the left side and one in the middle. The interesting vent is the left 
one. From there you can put a bead into the sentry statue; it will start 
moving, kill the German and destroy itself. 

SENTRY ROOM: Contains three statues and a pool. To get rid of the water you put 
a bead into the eel. Then put a bead into the smallest statue's mouth. The door 
will open. 

PRISON ROOM: Take the statue part from the destroyed statue. In order to free 
Sophia, you have to enter the canal system. 


PART 7

(The inner cycle)

CANAL: Feed the crab to the octopus. Enter the canal, go to the other side and 
put a bead into the crab mouth. The crab raft will start to float. 

Float to the left side, open the gates with the sun-, moon- or worldstone. 
There are only two interesting places in the canal system. One contains a 
cupboard with a crescent shaped gear. Take the gear, close the cupboard and 
look at it. You see a diagram with several wheels and moving arms. The other 
interseting place contains the large bronze statue and the chain. Use the 
ladder with the statue and open the chest plate. Look at the chest plate; you 
have to put the bronze gear, the bronze wheel, the statue part and the crescent 
gear into the right places, as described by the diagram on the cupboard (the 
wheel and the statue part belong onto the central peg). Make that the statue 
moves the right arm. Then fasten the chain to the statue arm and to the bronze 
loop. Make the statue to move its right arm back. The chain will break the door 
and a hinge pin comes off. Take the hinge pin and return to Sophia. 

PRISON: Give the hinge pin to Sophia. Open the cage. Sophia uses the pin and 
gets free. Open the cage a second time to get the pin. 

CANAL: Finally, you enter the inner cycle of Atlantis through the broken door. 
Sophia is getting crazy and leads you to a room with a lava pit. Look at 
Sophia, feed a bead to her necklace and use the box with the necklace. You get 
rid of Nur-Ab-Sal in the lava pit. Pick up the scepter (near the skeletons). In 
the hall and near the hulking machine you see two Atlantean graffittis: One 
shows the lever positions to start the hulking machine (upward arrow), the 
other shows how to stop it. Use the hinge pin and the sceptre as levers in two 
slots. Feed a bead to the mouth. 

VOLCANIC AREA: Cross the area by trial and error. In the background, you see a 
picture of three cocentric cycles: This picture encodes the positions of noon 
sun (sundisk), of full moon (moondisk) and of the volcano (worlddisk). In the 
central room with the frog statue and the spindle, align the three disks 
according to this picture. Now the Germans appear again. The first German is no 
problem, he will kill himself. Tell the second German that you are going to 
kill him as soon as you are a god. Thus you get rid of him, too, and finish the 
game. 


PATH 2 -- WITS MODE

PART 2

(Algier, Monte Carlo)

MONTE CARLO: Talk to Trottier and get his business card. 

ALGIER: Go to the servant in the back alley and give him the business card. 
Talk to the man with red fez: nice fez, quite a hat, stick in the eye, festive, 
well, thanks. You got a fez. Give it to the servant. When he ask why, answer 
that the fez can make him tall. Talk to him to see Omar. Follow him to the 
Omar's house(may need to repeat the job several times). Enter closet. Close 
closet door to trap Omar. Pick up bamboo. Use bamboo stick on cloth to get map. 
Pick up statues. Ride camel to dig site. If got stoped by officers, use the 
statues to bribe them. 


PART 3

(Desert)

DIG SITE: Use clay jar and hose to get gas. Switch generator on. Use ship rib 
on crumped wall. Push painting of round object. Get statue. Use orichalcum in 
statue. Use statue as battery. Get note inside truck. Start truck. 

MONTE CARLO: Talk to trottier and tell him he is on trouble. Nazis will take 
him. Try to intercept the car. Find the sign. Open drain and get sunstone. 


PART 4

(Island Thera)

One of three places (cleft, gap, and notch) in mountain will lead to an 
entrance. Out side the entrance, close the crate and get invoice. Inside you 
will find an entrenching tool. Close the door near the tool. Use sunstone to 
get carved sign. Open tool to dig a way out the cave. Return to port, show 
invoice to get the gas bag for balloon. Use sign to exchange the large basket. 
Use them with fish net and hose to built a balloon. Go to mountains, use vent 
to inflate the balloon. Learn how to manuver the balloon and land it on the 
sub. 


PART 5

(Submarine)

Use bread and cold cuts to make a sandwich. Give sandwich to guard. Open locker 
to get moonstone and torpedo instructions. Pick up rag and clothesline. Go to 
torpedo room at the aft section. Use rag with wires. Use instructions with 
control panel. Push lever to cause fire. Go to the torpedo room at the front 
section. Use instructions with control panel. Use clothesline with lever. Enter 
torpedo tube. Pull line. 

CRETE: Use sunstone and moonstone to open the door. Search rooms and find a 
wool scarf and a comb. Use them as a orichalcum detector. Find worldstone and 
some orichalcum beads. See hints from team mode if needed. Find microtaur. Use 
statue in machine. Feed a bead to the statue. You will get to the map room. Use 
three stones to open the door. Use the home-made detector to find another beads 
and a secret door at the next two rooms. Entering the secret door, you will 
find a bead and a subway car. Feed the car with the bead. O.K. Now you are at 
Atlantis. All three modes converges here. 


PATH 3 -- FISTS MODE

PART 2 

(Algier, Monte Carlo)

MONTE CARLO: Talk to Trottier and get his business card. 

ALGIER: Go to the servant in the back alley and give him the business card. 
Talk to him to see Omar. Follow him to the Omar's house. Beat the Nazi. Pick up 
bamboo. Use bamboo stick on cloth to get map. Pick up statues. Ride camel to 
dig site. If got stoped by officers, use the statues to bribe them. 


PART 3

(Desert)

DIG SITE: Switch generator on. Use ship rib on crumped wall. Look at the 
painting on the left wall. Push the round object on the painting. Get sunstone. 
Use it with wood peg on wall. Turn the stone disk and press the peg will reveal 
a secret door. Enter the door to get outside. Talk the the Nazi. Use whip to 
get rid the machine gun. Beat him with you fists. Use balloon and head north to 
Crete. 


PART 4

(Crete)

RUINS: See team mode. 

CAVES(by Terence): See team mode. After finding prof Sternhart's body, get his 
staff. Then climb up the chain in the waterfall to get back up to the rest of 
the labyrinth. A door is blocked with a big slab. Push it SEVERAL times. After 
pushing the stone slab covering the door proceed to beat up all the gards, with 
2 exceptions. The first one, Hans, is too strong to beat, so hide behind a 
stone slab and when he comes by, push it over onto him. Also, Arnold is too 
strong to beat. Use the ship's rib to pry the boulder in the next room over so 
that it will roll onto him. When that doesn't work, go find a stalactite (on 
ceiling in another room) and pry the boulder from outside the doorway it's 
wedged in, that will take care of Arnold. Then look in the pit to find Sophia, 
search Arnold's body, and you have everything you need to get to Atlantis. The 
stories converges here. 

