Summer of 1997. Somewhere in the Atlantic Ocean a rag tag team of four intrepid
explorers descended to the bottom of the ocean in their search to locate and enter the
mythological, sunken city of Atlantis. However, something's gone wrong. Read this
already in the manual, you say? That's right, partner! Never said I liked doin' it the
hard way...
GOODBYE TO SNOWY ENGLAND
THE CARIBBEAN
When I arrived over there, first thing I saw was some lady painter. I talked to her and
got to know she wanted to be called old aunt Judith. Well, Jude, no problemo! Found out
she wanted some fresh water to paint. Got her small pot full of dirty water and took a
hike.
Beach House
First destination on the island was the beach. Fastest way to professor Caldwell's beach
house was to the left. I managed to open the lock and enter the shack. Found some
interesting stuff there. There was some worn off blue jacket with a piece of fabric
missing. Also found some of the prof's note and an ancient Mexican coin with a square
hole in it. Also found a dirty cup. Notes were interesting, told me something about a
discovery Caldwell made with some Simon dude; there should be some kind of key under a
stone in an old church...
The Museum
>From the beach house I went straight to the museum. Over there I met the curator. Hereally loves his old Mustang wreck! Even worse condition than the rust bucket I flew in
on my way to this island! Well, inside the museum I found a painting of a guy called
Mancusin. Examination is important! Also found some compass. The curator got really
nervous when I touched the glass! Must be something special...
Through the door I reached the gunnery. In there, I found a piece of fabric between some
stones. This was the piece of fabric that was missing from the blue jacket in Caldwell's
cabin! Also examined the skull shield. Then walked on to the library.
On the table was an ancient book with an ancient letter. Read this letter, it's about
Mancusin's mysterious escapes in the past. Leave and go to the gallery. Examined the
compass again, now noticed the pointer points east. Saw enough and left.
The Pier
At the pier I met an old sailor. He told me he's a descendant of the pirate Mancusin and
he showed me the tattoo only he and his brother have; a white dolphin with the motto
'Viva the south wind!'. Heard that one before! Talking to this sailor and showing him
the letter I found in the museum's library gave me a lot of info. The sailor told me
about the legend of Mancusin and his pirates always able to escape without a trace in
the fortress. He also told me he took the Prof. and his crew out to the Bermuda Islands.
There he used a research ship and a bathyscaph to explore the ocean. But he was never
seen again...
Got a magnet from the sailor. It was dropped by the Professor when they embarked their
research vessel.
The Museum
In the museum, I went to the library. I opened the window and poured the pot of dirty
water out of the window on the car. As soon as I heard the curator wining about his car,
I went down and used the magnet on the compass in the gallery. The pointer now turned
south!. Hey, viva the south wind! I ran off to the gunnery and turned the skull and
bones shield. Guess what... a secret passage opened! Grabbed the piece of blue cloth
that had been stuck between it and went down.
A Secret Hiding Place
Yuck! Stuffy around here... Anyway, I stumbled upon some ancient stuff here. I opened a
trunk and found a parchment with Mancusin's sign on it. On the table I found a
manuscript from Christopher Columbus himself. Some mysterious script old Chris wrote
down... Also found a dagger lying on the table. Jute bags and kegs contained nothing
valuable.
I left the museum and went to the gum tree in front of it. I stuck the dagger in it and
put the gum resin from the tree into the dirty cup I found in Caldwell's beach
house.
Then I went to the fountain and emptied the pot of dirty water in the fountain. Then I
used the Mexican coin on the fountain tap followed by using the fountain tap. Finally,
the water flowed! Then I used the empty pot on the fountain and I got a pot full of
clean water!
The Pier
I left the museum and went straight to the pier. I had the coordination now and I was
sure Caldwell went there as well. I asked the sailor to take me there but he refused to
take me there. I talked to him and I insisted on him taking me there. But he wouldn't do
it... as long as his favorite crab Tweezers wasn't with him. Man, he must have had to
many sunburn for his own good! But as he was an ancestor of some crazy pirate,
everything was possible. So I told him I was going to find this Tweezers. Thankful guy
as he was, he gave me Tweezers favorite food and off I went.
The Beach House
In front of the beach house is a flat rock with some crabs on it. I went down to the
rock and poured the gum resin on the rock. Then I put Tweezers food on the gum resin and
waited for the crab to get stuck. Grabbed the crab and went off to the vill
square.
Village Square
Went to old aunt Judith and gave her the pot of water. Then I asked her to paint my
freshly caught crab white. She guzzles down all my rum but, hey, I got my own Tweezers
now.
Went to the pier and gave good ol' Tweezers to the sailor. Thankful guy as he was, he
took me to the place I wanted to go. I had to dive to find the bathyscaph in which I
found the black box in the secret compartment. I also saw a great stone portal to the
right of the rope... Atlantis? Wowsers! Time to tell that slavedriver in London!
AVON, ENGLAND
Just when I thought all this had ended, that slavedriver had this great idea to send me
to another place to investigate Caldwell's disappearance. No way, Jose'! Okay... well,
losing my job isn't all that great. either. So there I went again. Another rust bucket,
another place, another mystery to be unraveled...
The Church In Avon
Near the well I found a bucket with a hole in it. Took it anyway. Then I met a little
girl, called Polly Jane, and her cat Attila. She was too busy to talk to me. I left ant
walked around the church to the farm. I used the piece of cloth I had with the gum
resin. The cup holding the gum resin broke but I got a sticky cloth to use on the bucket
to repair it. Then I used the bucket to get some milk from the dairy cow. Took the
bucket to Atilla and gave him some milk. As Polly Jane was too busy picking fruit, I
took Atilla and threw him into the broken church window. That drew Polly Jane's
attention! She took the ladder to rescue her little kitten and left it after that. I
used the ladder to get into the church.
The Church
Once I was inside, I removed the door bolt from the oak door. Also picked up the urn
with ashes. Then I used the door bolt on the confessional to reveal a secret passage.
Went down and found some archeological diggings. Another step down between piles of sand
took me to the tomb... Spooky! Inside the tomb I saw a sculpted picture of Stonehenge
with some hieroglyphics beneath it. I was sure those hieroglyphics would prove to be
most interesting so I made a copy for my editor to translate. To make a copy, I used the
professor's notes on the hieroglyphics to make a copy. The ash made a good ink! There
also was a large stone head which I examined. Last thing to explore was an alcove. This
must be the place where Caldwell found his "key", the stone he mentioned in his
writings!
After I explored everything I left the church but then... suddenly the weather changed
without reason... I went back in the church and found a strange octagon object, green
with shiny pieces...
Newspaper Office
I ran off to London to give my editor the copy of the encrypted message. He told me it
was an ancient Tuareg dialect. Oh no, that means I... yeah... off to Tammanrasset,
Algeria to meet Prince Amir. Here we go again!
DESERT FORT, ALGERIA
In the tent, you can see shreds of a pot and a hole in the tent, caused by a bullet. Now
go outside and talk to Lallah again. She'll tell you about a crash that woke her. Enter
the tent again and look at the base of the pole (actually named as this!) and see the
bullet and the line the bullet followed through the hole. This points to the top of the
fort's turret. Go talk to Lallah again and get some food for her husband.
Go to the other tent and talk to the injured guy, who tells you a snake scared his
dromedary after which it decided to run away. Some clue, but be patient.
Enter the fort again and bring the food to the prisoner. There's a picklock in it on
which he nearly breaks his teeth, when you ask him how the food was. As it's no good for
him (why should it, he's only locked, after all...). Leave the fort and go to the map.
Choose the freshly placed mountain as your new destination.
AHAGGAR MOUNTAIN, ALGERIA
TAMMANRASSET VILLAGE, ALGERIA
EASTER ISLAND, PACIFIC OCEAN
STONEHENGE, ENGLAND
DESERT FORT, ALGERIA
Go outside and make a fake snake from the plumb line, the shell necklace and the rubber
tube. Use this little rattler on the dromedary and scare him away. Go to the tent of the
man with the injured foot and tell him his dromedary ran off. He'll tell you to go to
the bazaar. Do so and deliver the message to the merchant over there. Leave and take the
little dish of dog food from the other cage on the fort square.
Return to the tent of the injured man and get his shoe. Look at the rifle that's there.
AHAGGAR MOUNTAIN, ALGERIA
RUM CAY ISLAND, THE CARIBBEAN
Go to the pier and talk to Tobias' brother, the sailor. He'll be really glad to hear
you've found that slippery worm. Well, 1-0 for brotherhood!
TAMMANRASSET VILLAGE, ALGERIA
DESERT FORT, ALGERIA
EASTER ISLAND, PACIFIC OCEAN
DESERT FORT, ALGERIA
Entered the bazaar and heard the two crooks talk to eachother. Followed them as they
walked through a door and heard them talk about a contract which they hid in the great
safe. As they left, I opened the safe with the other half of the combo; 4-6-2. To open
the safe, set each dial on the number acquired and pull the lever. Then take the
contract out.
Outside, I talked to the guard and gave him the rifle. Gave him the silencer as well. I
told him about the plot and the contract. Finally he gave me the key to free Prince Amir
and he gave me the magic words to the cave: "Open Sesame!". Wow, some point for
creativity here!
AHAGGAR MOUNTAIN, ALGERIA
STONEHENGE, ENGLAND
AVON, ENGLAND
RUM CAY ISLAND, CARRIBEAN
EASTER ISLAND, PACIFIC OCEAN
Go to Tobias and give him the painting (being actually a fake treasure map). He leaves
and you can enter the hut. Get the chrome paint spray, the glass shard (window above
washing machine) and the car jack. Leave the hut and deflate the balloon by using the
gas burner.
Now it's time to go to the bat cave. Enter the cave (which is now lit and left by the
bats). Use the rubber tube on the fountain to divert the stream of water. Now enter the
secret passage where you can pick up an ancient parchment. Use the car jack with the
tomb stone to crack it and get the medallion.
Find Tobias again and see he actually found his treasure...!
AHAGGAR MOUNTAIN, ALGERIA
TAMMANRASSET, ALGERIA
AHAGGAR MOUNTAIN, ALGERIA
YUCATAN, CENTRAL AMERICA
Go back to the forest and go to the pyramid (click above the rock on the left side). Go
inside the pyramid and see the 4 buttons to control up, down, right and left.
Return to the Mystic's hut and tell him what you've discovered. He tells you what you
need to enter the pyramid: a yellow flower, a snake, an egg of a bird and a bone of an
animal cursed by man. So nothing real difficult!
To get the yellow flower, return to the wood. Use the chrome paint spray on the glass
shard to make a mirror and put it on the sun bleached rock. This will divert the sun
beams and color the white flower into a yellow one.
To get the egg, return to the pyramid and see a nest hanging up in the trees. Use the
thin bronze tube with the cartridge and make a make-shift blow pipe. Use it with the
nest and it will fall down. Take the egg out.
To get the snake, use the rat you took from the church in England. Use the rat with the
boa and take this slippery friend with you.
TAMMANRASSET, ALGERIA
YUCATAN, CENTRAL AMERICA
RUM CAY ISLAND, CARIBBEAN
YUCATAN, CENTRAL AMERICA
You should now place the stone cubes in the door portals. Left of the door, the top
should be two smiling faces, looking inwards and the bottom should be two frowns, facing
outwards. Right of the door, the top should be two frowns facing outwards and the bottom
should be two smiles, facing inwards. The right combo opens the door at the top of the
stairs outside. Go there and see the Mayan heads along the walls. Touch a crystal in one
of the mouths and see the color is changing... Return to the Mystic and ask him about
this. He'll give you a medallion (purple stone).
AHAGGAR MOUNTAIN, ALGERIA
YUCATAN, CENTRAL AMERICA
1. Black head with blue crystal
2. Blue head with red crystal
3. Red head with green crystal
4. Green head with black crystal
5. Yellow head with yellow crystal
Enter the tomb and get the crystal from the altar.
STONEHENGE, ENGLAND
YUCATAN, CENTRAL AMERICA
RUM CAY ISLAND, CARIBBEAN
ATLANTIS, SUNKEN CITY
Open the drawers in the large file cabinet. Then use file cabinet to climb to pipes.
This might cause some difficulties. Click on the van before you start!
Click on the right side of the cabinet, on the
second spot of light from the bottom. Walk to the air vent on your right, and use your
press pass on the vent. Return to the door and talk to Helen.
Take the elevator up to prison room. The prof should give you key to filing cabinet that
holds instruction to the canister mechanism on lower floor. Ask the prof how to free
him and you should hear about "they have key" and "need something to knock them out from
far away." Go to air vent and use it, to overhear their conversation.
Return to Helen. Use key (from prof) to open drawer in small cabinet to get
instructions. Look at them. The white one is the general instructions and each color is
the code for that colored/ disk door. Return to mechanism on lower floor.
How to use the mechanism? Under each canister, there's colored buttons. A colored button
sends the contents of that canister to the canister of the button's color. A black
button empties that canister and a white button fills is completely.
Open the blue door:
1. Red canister: press white button to fill red canister.
2. Red canister: press green button to send contents of red canister to green
canister.
3. Green canister: press blue button to send contents to blue canister.
4. Green canister: press black button to empty green canister.
5. Red canister: press green button to send contents of red canister to green
canister.
Go to the blue room and use the lever to open the door. Take the container of water and
open the airlock room with the control.
Open the red door:
1. Fill red.
2. Send red to green.
3. Send red to blue.
4. Send green to red.
5. Send blue to green.
6. Send red to blue.
7. Send blue to green.
8. Empty blue.
9. Send green to blue.
10. Empty blue.
11. Send red to blue.
Go to the room and open it with the lever. See empty fridge and take a little bottle
with white powder from the table. Take the alcohol.
Open the green door:
1. Fill red.
2. Send red to green.
3. Send red to blue.
4. Send green to red.
5. Send blue to green.
6. Send red to blue.
7. Send blue to green.
8. Send green to red.
9. Send blue to green.
10. Send red to blue.
11. Send blue to green.
12. Send green to blue.
13. Empty blue.
14. Send red to blue.
15. Empty blue.
16. Send red to blue.
Go to the room and open it with the lever. See the scheme of the pump and the rubber
valve. Use the empty syringe with the rubber valve and fill it with chlorine.
Return to the professor and show him the chlorine, the syringe, the bottle of alcohol,
the lime bottle and the distilled water. He tells you that you have the makings of
chloroform.
Go to the Laboratory (red door) and use the water, lime and chlorine with beaker. Use
the thermal device. Look at the beaker. This is lime chloride. Use the empty jar with
beaker valve. Use the valve. Use the alcohol with the jar of lime chloride. You now
should have a jar of chloroform. Go back to the professor and talk to him. Use the jar
of chloroform with the air vent outside the control room (automatic). Use the door lever
and then enter the room. Take the small key on the wall on your right. Return to prof
and use the key on the handcuffs.
(automatic) Go back into the control room and open the small doors on each side of
control desk. Take the small weight from the door on left to disable gyroscope.
Go to the decompression chamber and discover the lever dilemma. Use the plumb line with
the water container. Go to lab room. Put container in refrigerator. Go back to the
decompression room and close the door and then open door again. Go back to the lab and
take the frozen container back to decompression chamber. Use the frozen container on the
control lever. Use the small weight on this set-up.
Finally, the quest is over!
Copyright December 1997 Fugazi - Last update: December 27th, 1997
Questions, suggestions, remarks or additional information? Just want to let me know what
you
think of
this walkthrough? Let me know!
Mail me!
Thanks to Mary McBride; without her tips/ hints I probably would have kicked this game
out way before the end!
Background © 1997 Heather Champ - http://www.jezebel.com
(used with kind permission)
Title bar © 1997 Fugazi. Original images on courtesy of Koei Games/ ICE.