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	<title>Gamexperts &#187; abandonware</title>
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		<title>Return To Zork Walkthrough</title>
		<link>http://www.gamexperts.com/pc/return-to-zork-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/return-to-zork-walkthrough.php#comments</comments>
		<pubDate>Mon, 24 Apr 2000 01:08:37 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[return to zork]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=272</guid>
		<description><![CDATA[RTZ is full of illogical points and obscure puzzles. While there is much information in the game, with vague hints on what to do in some situations, there is also a lot that isn&#8217;t very clear at all. This walkthru should help you finish the game without too much frustration.
Save often as you venture through [...]]]></description>
			<content:encoded><![CDATA[<p>RTZ is full of illogical points and obscure puzzles. While there is much information in the game, with vague hints on what to do in some situations, there is also a lot that isn&#8217;t very clear at all. This walkthru should help you finish the game without too much frustration.</p>
<p>Save often as you venture through Zork, and take pictures of everyone and every place that you can. Some of those pics are important. I will be mentioning key items thoughout this file, but remember to show all the items and pictures to everyone.</p>
<p>Also, when you&#8217;re finished with an item, keep it in your inventory. You&#8217;ll need everything that doesn&#8217;t get used up for the endgame.</p>
<p>RTZ isn&#8217;t exactly non-linear, but there are many things you can do in different order and still reach the end game. For instance, you can easily map your way through the Whispering Woods without the bats, and thus visit Canuk before you see Witch Itah. You would still have to release the bats there later, though, in order to get the bat guano (the bats can only be let out at the Whispering Woods).</p>
<p>So, if you are playing the game a little differently than detailed here, it&#8217;s probably not a cause for worry. Simply check the walkthru for those places where you&#8217;re stuck.</p>
<p>Okay, you start at the Mountain Pass. Pick up the rock at heave it at the vulture, so you can use your knife to dig up the bonding plant. You must dig it up, not just pull it up, as a living plant is needed later on.</p>
<p>From there, move along forward to the lighthouse. Talk to the keeper, then go back outside and around to the vines and planks. Cut up the vines and use them on the planks to make a rickety raft. Ride the raft downriver, and be ready to turn right when you see the broken bridge. This will land you in Old West Shanbar.</p>
<p>Drop in the the mayor, talk to him, and read all the stuff in his files. Then trek over to the schoolhouse and ring the bell with your knife. Ms. Peepers will let you in, and give you a pop quiz. This is part of the game&#8217;s copy protection, and the questions are random. Whatever she asks, you can find in the Encyclopedia Frobozzica.</p>
<p>She&#8217;ll give you a notebook that takes some automatic notes as the game progresses. That&#8217;s all you can do here for now, so continue on to the hardware store. Pick up the box and crank. The mice are not important, so don&#8217;t take them (besides, they&#8217;re diseased; you could carry them safely in the box, but as you don&#8217;t need them, why bother?).</p>
<p>Go back to the bridge and down to have a brief chat with the Waif. Climb up and go left to visit Boos Miller. Here&#8217;s where the info in the Mayor&#8217;s files comes in handy. Boos offers you a drink (he does this every time you enter his shack). Follow the toasting ritual, being sure to dump your liquor into the potted (haha) plant each time, and also pretend to drink each time after the stuff has been poured out.</p>
<p>Afte he&#8217;s had his third shot, ask for his keys. Before this, he&#8217;s not drunk enough to give them up, and on the fourth he conks out, so it has to be done now. Finish up the ritual. Get the silver flask from the floor and step out the other door to pick up the key for the gift shop. Also pull the chock out of the water wheel so the trap door will open inside the mill.</p>
<p>Go to the gift shop. Take the money and tickets from the cash register, and the battery from the shelf. Put the battery in the Teleglobe. Return to the Waif and give him the tickets. He will give you a &#8220;gift&#8221;. At this time, fill the silver flask with water from the river (just there at the right edge of the screen).</p>
<p>You&#8217;re pretty much done here for now, so go back to the mill and down the trap door. Use Boos&#8217; bunch of key to unlock the door at the bottom. Go through that and you&#8217;ll be in East/West Shanbar (the New West Shanbar).</p>
<p>Stop in at Moodock&#8217;s first, and play Survivor with him. After you win, he&#8217;ll give you a rusty sword and a coin. Go to the Blacksmith&#8217;s and give him the sword to clean up. While he&#8217;s doing that, go talk to Molly at the Inn. By now the sword should be ready, so pay the two zorkmids for it. Don&#8217;t worry about money too much; you won&#8217;t need a lot of it, and this walkthru will show you how to get the most from it.</p>
<p>Cross the bridge, and go left from the Hero&#8217;s Memorial to the Fool&#8217;s Memorial. Pick up the book. This is a joke book. You can&#8217;t read it, but several others in the game can, and you need to collect four jokes for your stint at the Comedy Club later on.</p>
<p>Go right to Pugney&#8217;s Farm. Do NOT touch the box on the lawn. Talk to Pugney, being sure that you use the &#8220;apologetic&#8221; expression while he goes into his diatribe. He will then let you take the box. Back up to the Fool&#8217;s Memorial, and this time go right to Snoot&#8217;s Farm.</p>
<p>Enter via the window (no one will answer the door). Step through the far door left to surprise Rebecca while she brushes her teeth. Then she surprises you with a hefty right. Ouch! Sorry, no way to avoid that. While you&#8217;re sprawled on the floor, under a shotgun barrel, you get to answer another copy protection question, again from the Encyclopedia. This, fortunately, is the last one you have to answer.</p>
<p>Rebecca gives you permission to take what you need, and vanishes for the time being. After this, she will pop up along the different roads around the Shanbars. You&#8217;ll be running into her now and then, so she hasn&#8217;t gone for good. For the moment, raid the refrigerator for the meat, and pick up the Thermofrozz on the table.</p>
<p>Put the soap in the sink and turn on the water. Wash the Waif&#8217;s gift in the soap suds. Ta-da! You have the first of six pieces of the Flying Disk of Frobozz. Then go to the bedroom and help yourself to the mirror on the table.</p>
<p>There is no way past Alexis, the poodle/hellhound. However, it IS important that you make him growl once, so you have it on tape. You will need this recording near the end, so don&#8217;t forget it.</p>
<p>On your way out, go left to the silo. Use the crank from the warehouse, clockwise, to break the thing open. Snarf some carrots. Then head back to town, and visit the incinerator. Pull lever 1 and throw the box of brassieres into the incinerator. Pull lever 1 to close the furnace.</p>
<p>Now pull lever 2 and look in the box. A single hot wire resides within. Pour out the water in the flask on it. Use this wire to pick the lock on the door of the general store.</p>
<p>Shake the cereal box two times to bring the vulture whistle to the top. Take that, and then catch the rats running around. Put them in the crate you got back at the warehouse.</p>
<p>Go out of town past the incinerator. Take a picture of the Whispering Woods. Then go the other way to the ruins. Pick up the tiles, then step into the woods and come out again. This time, you see a frame on the ground. Take that, and put the tiles into it to create the sliding-block puzzle.</p>
<p>When the tiles are properly arranged, they spell out the following message:</p>
<p>&#8220;Water unseen at falls<br />
Mix with bat dropping<br />
Yields potion for invisibility&#8221;</p>
<p>The last tile will appear when the others are in the proper positions. You must do this puzzle, because the second message (the large letters) tells you to look again at the ground around the ruins. This time, you will find two pieces of illuminite, and the second piece of the Flying Disk. These don&#8217;t appear until after the puzzle is complete.</p>
<p>Okay, visit Ben Fyshin off the left of the bridge. Show him a picture of any woman. He will ask you to take a letter for him to Witch Itah. Click on the knot so he shows you how to make a cow-hitch knot. Now rent a boat from him.</p>
<p>At the close-up of the motor, take the rats from the box and put them into the motor. Ride forward to the swamp and Itah&#8217;s hut. By this time, the meat is pretty rank, so drop it outside her door before you enter, or she won&#8217;t talk to you.</p>
<p>Show Itah the book and get your first joke. Then give her Ben&#8217;s letter. She hightails it out of there, allowing you to take her stick. Do NOT touch the bat cage at this time, or you&#8217;ll be in big trouble. Go out the back door, and make your way through the bogs, using the stick to test the earth along the way.</p>
<p>As soon as you&#8217;re back, go to the Spirit Forest (not the Whispering Woods). After you step inside, go north, east, east, and south to the Zorkmid Tree. Hit the tree with the stick. This will shake down some money for you (you could also use the sword, but that breaks, and we don&#8217;t need extra complications here).</p>
<p>Then rent another boat from Ben for a second trip to Itah. This time, show her your picture of the Whispering Woods, and she will allow you to take the bats. Pick up your rotting meat, and make a second trip through the bogs. Luckily, you won&#8217;t have to visit the dear lady again.</p>
<p>Return to Pugney&#8217;s Farm, and head over to the barn. Pick up a clump of hay, then drop it. Light a match to burn the hay, then warm your cold little hands over it. Get the Thermo from your inventory, hold it over the cow, and milk the darling for all she&#8217;s worth.</p>
<p>Trek back to the Spirit Woods. After you step inside, go north, north, west, south, west. Here you see a blind archer trying to shoot a fairy. At the first opportunity, give him the Thermo of milk. Now that he can see, he&#8217;s a trifle embarrassed, and after making apologies, drops his bow and arrows before taking off, probably for some quest or other (what a kingly gesture <img src='http://www.gamexperts.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<p>Grab all the stuff. From here, go north twice. Face west, light a match, and walk west to have a chat with the fairy. Be sure to use the friendly face so you get the fairy dust. That&#8217;s all you can do in the forest for now, so make another trip to Pugney&#8217;s barn.</p>
<p>This time, move off northwest to the Vulture Pits. Standing carefully outside, sprinkle the fairy dust on the meat, then throw the meat. After the vultures wolf it down and flap off into dreamland, nip inside the pit and grab the talon (there&#8217;s nothing else in here to grab).</p>
<p>It&#8217;s been awhile since we&#8217;ve seen our friends in Old West Shanbar, so now is a good time to revisit. Show the book to the mayor to get your second joke. Also show it to Ms. Peepers. She can&#8217;t read it, but she tells you that Rebecca might help with this. Also show her the pic of Moodock, so you know about that little extra move (or non-move, actually) in Survivor. You must have this information for the endgame.</p>
<p>Okay, head over to New West Shanbar, and the Whispering Woods. On this occasion, simply walk straight in for a few screens, then turn around and walk out again. When your peripheral vision fails, drink some milk. This won&#8217;t be enough, though. Altogether, you need three sips, and the Thermo only holds two at most. Since the archer had a slug, yours empties the Thermo.</p>
<p>You guessed it, it&#8217;s cow-milking time again. Been wondering about those carrots, eh? This is when you feed em to Bossy&#8230;.and of course, you have to warm up those frigid digits of yours again, too.</p>
<p>With a now-full Thermo, return to the Whispering Woods (stop off at Snoots farm along the way to grab some more carrots). After you step in, free the bats. They helpfully leave a trail of guano for you to follow. Remember to pick up one piece of it. Then just go along in the wake of the bats, drinking milk when necessary. Eventually, you emerge at the ferry dock.</p>
<p>Ring the bell three times (&#8220;three rings begins&#8221;). As you expected, the skeletal ferryman appears. Show him the coin you got from Moodock. You *must* SHOW it, only! If you give it to him, you&#8217;ll be in trouble (actually, not too much trouble, since you have the talon, but life is easier and you do need that coin later for something else).</p>
<p>When you arrive, walk up the path to Canuck&#8217;s hut. Use the sword to pry off the magnet door knocker. The sword will break, but that&#8217;s okay. Go inside. Pick up the scroll, and read it to the duck to restore Canuk to his rightful form.</p>
<p>Show him the book to pick up your third joke. Ask him about various inventory items (he IS informative), especially the disk pieces. Then click on the bottle in back and ask him about it. He&#8217;ll tell you there&#8217;s a disk piece inside it and shrink you down so you can get the piece.</p>
<p>Once inside the bottle, go straight forward to the room (just outside the room, you can go up to read the safe combination, if you wanted to). Pick up the rag, then set the tumblers to 9427 and open the safe. Take the disk piece and rusty metal. Close the safe, and back out to where you arrived.</p>
<p>Before going further, get the mirror from your inventory. If by any chance you don&#8217;t have that, wipe the rusty metal with the rag to get a reflective surface, and hold the shiny metal in your hand.</p>
<p>Whichever, one of those two items must be ready before you leave the bottle. As you likely figured out, Canuk is possessed at times by Morphius and as soon as you emerge from the bottle, Canuck will cast a Duck spell at you. If you don&#8217;t reflect it back, the game will end somewhat abruptly.</p>
<p>Once Canuk is a duck again, pick up the scroll and feed it to him. He will lay an egg. In this form, you can take the scroll out of the hut with you. That finishes up this segment, and you can return to Shanbar by ringing the ferry bell twice (&#8220;two rings return&#8221;). As before, show the coin to the ferryman to gain passage.</p>
<p>Now it&#8217;s time to have a little showdown with Mr. Blacksmith. Show him the sword, and use the threatening expression several times. He admits he made a little goof with the sword (ie, the one he gave you wasn&#8217;t the one you gave him), and hands you a voucher to give to Ben. So do that little thing, and now you have the real Elvish (NOT Dwarven; it was *never* a Dwarven sword!!!) artifact.</p>
<p>Walk around until Rebecca turns up and show her the book to obtain the fourth joke. Go to the Cliffs of Depression, pick up the rope, and tie it to the tree. Get out your tape recorder, and set it for the four jokes. Doing this now saves you time later. Just scroll through to the four people, and set the tape at the beginning of each track with a joke on it.</p>
<p>Okay, climb down the rope and enter the comedy club. Play the tapes. Let each track run through to completion. After the fourth one, Cliff will give you another piece of the Flying Disk. Your bonding plant is almost dead by now, so don&#8217;t stick around. Climb back up, and remember to take the rope with you.</p>
<p>There&#8217;s a little segment here that doesn&#8217;t do much for advancing the action, but you do get some points for it. Rent a room from Molly. Once in your room, put the illuminite on the night stand, and turn off the light. After the dream, turn on the light, take back the rocks, and leave. Kinda disappointing, but that&#8217;s all there is to it.</p>
<p>Go to some open place (for instance, the ruins). Hold the magnet and use it with the whistle. A vulture will fly up and carry you off. You can go anywhere on the map, and the place you want is the lighthouse.</p>
<p>After you land, visit the keeper. Give him one of your illuminite rocks. Then have a little chat with him. The first thing is to show him your pieces of the disk. Amazingly, he has one, also, and hands it over to you. You now have five pieces, and the disk is almost complete.</p>
<p>All right, upstairs you go. Tie the rope to the rail with the cow-hitch knot. Tie the talon to the rope, then toss the rope. Thanks to the talon, you have a double rope bridge that is safe to cross.</p>
<p>Just outside the temple, take the shield from the statue. When you meet the Holy Woman, be sure to use the &#8220;fascinated&#8221; expression several times, as only this will get her to tell you anything about the disk (oddly, showing her the pieces will not evoke any reaction at all!).</p>
<p>At this time, you get a special gift. Your map has become a magical map, and you can travel instantly to any spot on it, merely by clicking on the location (bet you were wondering how to get back down river, eh? <img src='http://www.gamexperts.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<p>Now give her the sword so she can bless it. That takes care of the temple. On your way out, go NE (right) from the courtyard to the Dwarf mines. One of the Dwarfs will give you a miner&#8217;s helmet. Use your map to get to the Troll Cave.</p>
<p>Wear your helmet and ready your sword. You must defeat three Troll Guards before you reach the Troll Chief. Use a Left stroke for the first guard, an Up stroke for the second one, and a Down stroke for the third.</p>
<p>Okay, when you walk in on the chief, you MUST use the &#8220;threaten&#8221; expression repeatedly while he talks. He&#8217;ll go from bluster to whining, and finally hand over the necklace before running away in shame. Just showing him the sword won&#8217;t help; he&#8217;ll whine and cringe, but he won&#8217;t do anything else.</p>
<p>The end game isn&#8217;t far off now, but you still have a few things to do here and there, such as in the Spirit Forest. Make your way back to the spot where you got the fairy dust. From there, go west, north, north, north, east five times, south, and east again. At this spot, you see a pile of leaves on the ground.</p>
<p>This is a trap. Throw anything at it to set it off (I used the shiny metal piece myself). Once that&#8217;s out of the way, go east once, and then due north to the Hungry Board Memorial. Strike it three times with your sword for the sixth and final piece of the disk. Back up one step.</p>
<p>Go west, north, west four times, south, west, west, north, west, west. You should now be at the nasty spider. Show it the necklace, and off it goes. Some fearless spider <img src='http://www.gamexperts.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . Break the web with your sword. Go forward to flood control dam number 3, then forward again to the back side of the falls. Fill the silver flask from the backside of the water, then drop the piece of guano in it. Your invisibility potion is now complete.</p>
<p>Use the map to return to the Dwarf mines. Since you have the sword, another Dwarf shows up, and the byplay between the two of them is supposed to tell you the directions to maneuver the mine car to reach the statues. But as you have this walkthru, though, you don&#8217;t have to take any notes (heh).</p>
<p>Mine car directions: Left, Right, Straight, Right, Left, Right, Straight, Right, Left, Left, Right, Straight.</p>
<p>(The &#8220;straight&#8221; means pass by a branch without turning)</p>
<p>The car should end at the seven statues. First, put the disk pieces into the trencher. Now put the following items on the statues, from left to right: Witch Stick, Talon, Thermo, Box &amp; Helmet (these go on the same statue), Shield, Orb.</p>
<p>Then push the green button. The statues should start to move, tossing the orb around until it ends up in the hands of the seventh statue. The one wearing the helmet shines light on the orb, and that reforges the disk into a whole, functional one. Whew!</p>
<p>Take the disk from the trencher, and use the map to travel to the Cliffs. Go to the left of the Cliffs, where the path is apparently blocked by rocks. This, of course, is the Wall of Illusion. Throw the disk. Smash! That takes care of the illusion, and you can approach the Citadel.</p>
<p>Use the bow with the arrows (NOT the other way around) to shoot the hand and open the door. Get your tape recorder with the Alexis track ready. Pick up the silver flask. Walk in on the Orc guard. Take a sip from the flask, then play the tape to scare him off (it would have made more sense to walk in already invisible, but&#8230;.)</p>
<p>In the next room, you have to shed ALL your inventory items. Doesn&#8217;t matter much, since you don&#8217;t need any of them after this. Just keep chucking stuff at the bridge until you get the message it&#8217;s safe to cross over. Before doing that, however, save the game.</p>
<p>When you cross the bridge, you finally meet Morphius, and must play a game of Survivor with him (you get the Trembyle piece). During this segment, you are NOT able to save or restore the game. So, in case you lose, or get yourself into a corner where you can&#8217;t win, you want a save position handy.</p>
<p>The game itself is just what you played with Moodock, but since you have the Wizard this time, you have to be a bit more careful with your moves. And keep in mind the ability to pass, as this is what will win the game for you.</p>
<p>Winning the game causes Morphius such anguish he pretty much explodes (sorta like being in a transporter beam set to maximum dispersal). After that, you can sit back and enjoy the ending sequences.</p>
]]></content:encoded>
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		<title>Indiana Jones 4: The Fate of Atlantis Walkthrough</title>
		<link>http://www.gamexperts.com/pc/indiana-jones-4-the-fate-of-atlantis-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/indiana-jones-4-the-fate-of-atlantis-walkthrough.php#comments</comments>
		<pubDate>Tue, 19 Oct 1999 01:23:56 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[indianna jones 4]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=282</guid>
		<description><![CDATA[Story Line: It&#8217;s 1939, the eve of World War 2. After defending good in the Last Crusade, Indiana Jones is back at Barnett College. But adventure is on the way. Nazi agents are about to get their hands on the ultimate weapon, more powerful than the atomic bomb. So Indy&#8217;s gotta go save the world [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Story Line:</strong> It&#8217;s 1939, the eve of World War 2. After defending good in the Last Crusade, Indiana Jones is back at Barnett College. But adventure is on the way. Nazi agents are about to get their hands on the ultimate weapon, more powerful than the atomic bomb. So Indy&#8217;s gotta go save the world again, before the Axis Powers gain the deadly secret that sank Atlantis and use it to win the war.</p>
<p><strong>Introduction</strong></p>
<p>You begin your game in a dark labynrith, or rather an attic.You need to find a strange statue. Look around the room and click on the PECULIAR STATUE. You&#8217;ll fall into a lower room. Instinctively you&#8217;ll want to go through the gaping hole, but Indy will say it&#8217;s too dangerous. Instead, pull the rope. Crash! You&#8217;ll find yourself in the university library.</p>
<p>There&#8217;s an exit, but it&#8217;s blocked. Go to the isolated shelf and click on it. The bookcase will fall and send you down. You&#8217;ll land in a basement. Again you&#8217;ll want to go down the coal chute, but Indy won&#8217;t. Go to the cat figures and click on two. The second cat is REAL! You&#8217;ll jump back and fall down the coal chute. You&#8217;ll land in the utility room. Open all 3 lockers and don&#8217;t bother the furnace. The statue will be in one of the lockers.</p>
<p><strong>The adventure begins</strong></p>
<p>Indy retrieves the statue, and returns to his office. Marcus Brody (his colleague) and some guy named Mr.Smith are waiting. Indy was sent to get the statue for Smith. Smith takes the statue and opens it with his key. Inside, is a small coppery bead. &#8220;Jewelry perhaps?&#8221; asks Marcus. Suddenly Smith draws as gun and steals the statue. But Smith turns around to signal a getaway car. Indy jumps, and the ever so often Indy VS. Crook slugging contest begins. Smith finally manages to throw Indy off, but Indy tears off some of Smith&#8217;s coat as he gets away. &#8220;Klaus Kerner, eh?&#8221; says Indy. He&#8217;s a Nazi spy.</p>
<p>Also in the coat is an issue of NATIONAL ARCHAEOLOGY. Inside is Indy&#8217;s picture from his job a while ago in Iceland. His name is circled, along with a young woman&#8217;s picture. &#8220;That&#8217;s Sophia Hapgood. A spoiled, rich kid rebelling against her family. She gave up archaeology to become a psychic.&#8221; Anyway, Indy&#8217;s off to find Sophia Hapgood, and that&#8217;s in New York City.</p>
<p><strong>New York</strong></p>
<p>&#8220;The show&#8217;s sold out sir.&#8221; is the only thing the clerk at the theater will tell you. Madame Sophia is inside. Go to the newstand and pick up the newspa- per. Go to the back door. Open it, and tell Biff the doorman that you have to see Sophia. Tell him she&#8217;s the greatest, and tell him she makes things so easy to understand. Or, few can resist the insults that they see and go ahead with their first rude comment. Aggravate Biff enough and start a fight. If you lose, try again later. But, he&#8217;s pretty easy to beat. There is yet another way to get in. Go the crates. Push and pull them around. You&#8217;ll eventually find your way to the fire escape.</p>
<p>Climb in. Inside, talk to the stagehand. Keep bugging the guy. You can watch Sophia&#8217;s seminar on Atlantis, or hit ESC to skip it. Give him the newspaper. Just keep pressuring him until he takes it and leaves to read it. You still can&#8217;t go to Sophia, but, play around with the levers. When the lights turn green, hit the button to send the white prop onstage. In Sophia&#8217;s office, you discover Kerner has already come and ransacked her place. But, you&#8217;ll find an orichalcum bead like the one Kerner stole. Watch as she puts the bead in her necklace and produces a large blue wave of energy. Now, go to Iceland.</p>
<p><strong>Iceland</strong></p>
<p>Go to the digsite and talk to Dr. Bjorn heimdall. He&#8217;s chipping away at an ice obscured object. Talk about Plato&#8217;s Lost Dialogue. He&#8217;ll tell you speak to either Costa or Sternhart. Now you&#8217;ll have the option of going to the Azores or Tikal. Go to Tikal.</p>
<p><strong>Tikal</strong></p>
<p>Make your way into the jungle. You&#8217;ll find your way through, but there&#8217;s a chasm. There&#8217;s a tree you can use to cross it, but there&#8217;s a giant anaconda on it. Indy&#8217;s scared of snakes. Your whip won&#8217;t help here. Go back to the jungle and observe the large rodent.</p>
<p>Whip it. When you do, it runs to the nearest pathway. Keep scaring it until it comes to the path that leads out of the jun- gle. Whip it, and it&#8217;ll run out&#8230;to the snake! Snap! The rodent it caught by the snake. As they struggle, the fall into the chasm. Climb the tree and cross. Sophia will join you, but as you try to reach the temple, Sternhart will not let you in. He&#8217;ll ask you to name the title of Plato&#8217;s Lost Dialogue. Keep in mind that your none of your response choices are correct. Talk to Sternhart, and eventually a response will be &#8220;I don&#8217;t know the title.&#8221;The parrot will squawk &#8220;TITLE!!!&#8221;Talk to the parrot over and over. Until you get &#8220;Title?&#8221; as one of your dialogue choices. &#8220;Hermocrates!&#8221; says the parrot.</p>
<p>That&#8217;s it! Talk to Sternhart and tell him the answer. Inside the temple, you&#8217;ll see several spiral designs. One of them is more deeply etched, with tarnish preventing Indy from taking it. Talk to Sophia. Tell her to keep Sternhart busy. Go out, and pick up the kerosene lamp. Open it inside. Although Sternhart will remark that you took his lamp, who cares? Use it on the deeply etched one, and the kerosene will eat off the tarnish! Then you can pick up the spiral symbol. However, now that you have the spiral what are you going to do with it? Here come a series of hints. Starting with a gentle one, and ending with a solution.</p>
<p>1.Okay. What does the spiral symbol bear a resemblance to?<br />
2.What else could be shaped like that?<br />
3.An elephant&#8217;s trunk!<br />
4.What needs a nose around here?<br />
5.Look at the animal head.<br />
6.What does it look like? Indy will say it needs a nose.<br />
7.Think. What would it look like with the nose?<br />
8.An elephant.<br />
9.They would go great together!<br />
So use the symbol with the head to form an elephant head. Pull the nose. A secret panel opens, with a strange stone and a tomb. Sternhart will snatch the stone, but you can pick up the orichalcum bead. Now, you&#8217;ve found all you&#8217;ll need. Return to Iceland.</p>
<p><strong>The Return to Iceland</strong></p>
<p>Poor Dr.Heimdall has frozen solid! Oh well. The ice obscured object now has been partially chipped out, exposing an eel&#8217;s head with an open mouth. You can&#8217;t pull it out, but you can put the orichalcum in it. It&#8217;s worth a try. The eel figure will burn itself out of the ice! Take it and go to the Azores.</p>
<p><strong>Azores</strong></p>
<p>Tell Sophia to talk to Costa. Now you&#8217;ll control her. Talk to Costa about Plato&#8217;s Lost Dialogue. he&#8217;ll want to trade that info for your necklace. You&#8217;ll automatically refuse. Return control to Indy after you ask if he&#8217;ll do business with him. Now as Indy, give him the eel figurine. He&#8217;ll tell you that the Lost Dialogue can be found in the Pearce Collection. Barnett University owns that collection!</p>
<p><strong>Barnett U</strong></p>
<p>Okay. Go to your office before attempting any search of the College. Open your icebox and pick up the mayonaise. Now go back to the main building. Go up- stairs. You&#8217;ll be in the library again. You won&#8217;t need the textbooks. Go to the school desk. Pick up the wad of gum. Climb the rope to go back to the room with the gaping hole, you remember, don&#8217;t you? Look aroound for an arrowhead and pick it up. You can&#8217;t get up to the hole which you fell down at the beginning, can you? Here&#8217;s my hint series again.</p>
<p>1.You&#8217;ll need to boost yourself up.<br />
2.What&#8217;s tall enough?<br />
3.The totem pole looks tall enough, but you can&#8217;t move it!<br />
4.What process may help it move?<br />
5.Lubrication of its base might.<br />
6.You have something that could lubricate it.<br />
7.What is the only thing in your inventory that has grease?<br />
8.Your mayonaise!<br />
9.Use the mayo with the totem pole and pull it up.<br />
Now you should be able to climb up.</p>
<p>You&#8217;re back in the attic. I think the location of the dialogue is random, but here&#8217;s a list of possible locations and how to reach them.</p>
<p>In the attic, open the urn. You should find a key. Go to the candleabra. Pick it up, and open the chest. It MAY be there. If not, go back down to the room with the totem pole. Move the crate, and you&#8217;ll reveal a locked chest! Use the key on it. No lost dialogue? My hints for the bookcase bgin now.</p>
<p>1.Look at the fallen bookcase.<br />
2.It may be posssible to open it from the back.<br />
3.What&#8217;s keeping the back on it?<br />
4.Screws!<br />
5.A screwdriver could remove the screws, but you don&#8217;t have one. Do you have an acceptable substitute?<br />
6.Think. What&#8217;s sharp and pointy enough to be wedged into the screws to pull them out?<br />
7.The arrowhead!<br />
8.It&#8217;ll work, but only once. Indy will say that he needs to portect his hands. Go downstairs to the furnace room. Pick up the oily rag and the coal.<br />
9.What is soft enough to prtect Indy&#8217;s hands?<br />
10.The oily rag.<br />
11.Use the rag with the arrowhead to form a protective way of opening the back.<br />
12.Use the wrapped arrowhead on all the screws to open the back. STILL no lost dialogue?<br />
OK. Return to the furnace room.<br />
Go to the coal chute. Use the gum with the coal chute. You&#8217;ll now be able to climb up. Okay. You&#8217;ve seen this place before. It&#8217;s the place where the cat scared you. Look at the pile of books. If it&#8217;s not there. Open the drawers on the wall. If not there, even, look at the cat figurines. One of them will be made of wax. Take the wax cat down and throw it into the furnace. The wax will melt, and you&#8217;ll have Plato&#8217;s Lost Dialogue.</p>
<p><strong>The Paths</strong></p>
<p>You&#8217;ll find yourself back in Indy&#8217;s office. Should you join Sophia? Go alone, using your intellect? Or go around slugging your way to Atlantis? Go ahead. FATEHELP covers all 3.</p>
<p>Wits Path</p>
<p><strong>Monte Carlo</strong></p>
<p>Okay. You have the Lost Dialogue, so read it thuroughly. You&#8217;ll need the info about Atlantis. You&#8217;re in Monte Carlo to find a man named Alain Trottier who knows something about Atlantis. The street is full of strangers, so you&#8217;ll have a hard time finding Trottier. Fortunately, you have FATEHELP. Trottier&#8217;s the guy with gray hair and a brown suit.</p>
<p>Talk to him. Tell him you&#8217;re Indiana Jones of Barnett College. Then tell him you&#8217;re just a simple professor. He will then ask you a question about Atlantis. You can answer it if you read the Lost Dialogue of Plato. I know the answers, but hey, I&#8217;m not going to COMPLETELY spoil your game. If you get it right, Trottier will tell you that he knows little about Atlantis, but he&#8217;ll give you a business card. He&#8217;ll leave, and he won&#8217;t show up again until much later in the game.</p>
<p><strong>Algiers</strong></p>
<p>Make your way to the back alley. You&#8217;ll find the shop of Omar Al-Jabbar, a dealer with strong ties to Trottier. The servant will not do much until you give him Trottier&#8217;s business card. He&#8217;ll leave, and come back. &#8220;Mr. Al-Jabbar says he&#8217;s sorry, but he can&#8217;t see you now.&#8221; is his only response. You can tell him to go again, but he&#8217;ll say the same thing. You can follow him, but there&#8217;s no way to tell who he is in the city streets. You&#8217;ll need help. Sometimes, a man in a red fez will appear in the streets of the market. I reccomend you save your game right before approaching him. Talk to him. Tell him about the fez and that it makes him look festive. He&#8217;ll give it to you. Return to the shop and give the fez tho the servant. Then tell him to go to Mr. Al-Jabbar again.</p>
<p>Follow him, and enter the city streets. The servent will now stand out in the crowd as a red dot. Track him, and stay close. Then, if you&#8217;re close enough, Indy will say &#8220;The servant&#8217;s ducking into that house!&#8221; Get to the house. You&#8217;ll see the servant talking to Omar. Approach them. The servant will leave to alert the police, and you will be left alone with Omar. Omar won&#8217;t let you touch his stuff, and he&#8217;ll follow you around to make sure. Go into the closet and he&#8217;ll follow you there. Close the closet door, and you&#8217;ll have Al-Jabbar trapped! Pick up the two statues in the room, although they aren&#8217;t essential. Move the cursor around. You will notice that the hanging cloth is highlighted. What&#8217;s so special? Something is.</p>
<p>1. What can you use to bring it down.<br />
2. Something long.<br />
3. Something you can use force with.<br />
4. Your whip? No.<br />
5. What else is long?<br />
6. The pole!<br />
Use it on the hanging cloth. You now have Al-Jabbar&#8217;s map.</p>
<p><strong>The Desert</strong></p>
<p>Use the camel outside the window. You&#8217;ll have to maneuver it around the desert. Watch out for trouble. If you&#8217;re caught, you&#8217;re apt to wind up back in the city. But remember the statues you may have picked up? Give one to the troublemakers to go on. Stop at each nomad camp and give them the map. They&#8217;ll all point you in the right direction to get to the X on the map. Finally, stop at the oasis. The nomad will say you are very close to the dig site. The X will now appear on the screen.</p>
<p><strong>The Dig Site</strong></p>
<p>Go to the truck. Open the door, and pick up the letter to Klaus Kerner. The truck is missing essential items. Go down into the mining area. Feel around. Pick up the clay jar and rubber hose. There&#8217;s an orichalcum bead! Get the ship rib too. Also, there&#8217;s a big metal thing in the middle of the room. A portable generator? That could make some light. But it needs fuel.</p>
<p>1. What thing in the dig site also uses fuel?<br />
2. The truck.<br />
3. But how are you going to get the gas?<br />
4. You&#8217;ve heard of siphoning, haven&#8217;t you?<br />
5. The hose will be a good tool. Use it with the gas tank.<br />
6. But what will you use to store the gasoline?<br />
7. It is old, and you found it here.<br />
8. Use the clay jar with the hose, and you&#8217;ll have a jar of gas.</p>
<p>Return to the mine and open the generator. Use the jar with the gas filler pipe. Then press the button. You now have light!! Now look at the painting to the left. Push the round object. A secret door will open! Pick up the statue that is inside. You&#8217;ve found everything in the dig site that you&#8217;ll need, but your camel is no good. You&#8217;ll need to use the truck. No spark plug or battery? You&#8217;ll need to borrow something from the generator. Turn it off and pick up the spark plug on it. Now you&#8217;ll need a battery. Use your orichalcum bead with the statue you found. Now use it with the engine! You&#8217;re all set.</p>
<p><strong>Monte Carlo</strong></p>
<p>The letter was orders to Kerner to arrange a kidnapping of Trottier. Now go to Monte Carlo!! Find Trottier, and tell him. Give him the letter. He&#8217;ll refuse to believe you, and waves his sunstone (If you&#8217;ve read Plato, you&#8217;ll know that the Sunstone is one of 3 magical disks needed to open the gates of Atlantis.) Bad move. Nazis grab him, shove him into a car, and take off. Its up to you you chase them.</p>
<p>Maneuver through the streets and attempt to ram the Nazis&#8217; car. Observe the streets. It&#8217;ll take many hits, but eventually, it&#8217;ll blow. The nazis will flee, and Trottier will tell you about the island of Thera being the lesser colony of Atlantis. He doesn&#8217;t have the Sunstone, but he&#8217;ll tell you the street corner he dropped it in. Keep the names in mind. Search the streets until you find the correct one, and open the gutter to find the sunstone. Thera will appear on the map.</p>
<p><strong>Thera</strong></p>
<p>There&#8217;s no way off Thera. Well, actually, if you look at the crate, you&#8217;ll know that the hot air balloon could do just that. You&#8217;ll also see the big basket. You&#8217;ve got the potential for treansportation. But the port authority will tell that you need an invoice to claim the balloon. If you ask him about the basket, he&#8217;ll say that he will make a trade if you can bring him an artifact from an expedition in the mountains. So, go there! You&#8217;ll find a gap, a cleft, and a notch in the mountains. Explore all three. I have a feeling that the correct one to explore is random, but when I played it was the gap. Once you&#8217;ve found the right one, you&#8217;ll see the abandoned site. Go into the cave. You&#8217;ll find a passage that&#8217;s walled off.</p>
<p>Oh well. Close the door, and a small section in the wall will open. There&#8217;s a spindle. Use the sunstone with the spindle. It fits! Look at it. You can rotate the sunstone. What&#8217;s the right thing, though? Plato can tell you, but since you can just keep trying until you get it right (later puzzles will be much more sophisticated), do it! Remember what Trottier said about Thera being the lesser colony of Atlantis? The Lost dialogue says that at the lesser colony, rotate the sunstone until the setting sun is aligned with the tall horns. (The correct alignment changes from game to game!! Do that. Then push the spindle.Nothing will seem to happen. Pick up your sunstone, and open the door. No passage, but a stone tablet with an inscription will appear. Take it. Pick up the entrenching tool. A cave in!!! You&#8217;re trapped in the cave. The answer is pretty easy. Open the entrenching tool and you&#8217;ll find a note from Sophia. A cutscene will show her being forced onto a Nazi submarine by Kerner and Dr. Ubermann.</p>
<p>Use the entrenching tool to get out. When you get out, close the crate that you find. Pick up the balloon invoice. Return to the port. Give the invoice to the port authority and take the balloon. Then give him the tablet to pick up the basket. Then pick up the fishing net. Return to the mountain site. If you use the balloon with the basket it won&#8217;t work. Instead, use the net with the the basket and then use that with the balloon. But it needs hot air! Put the rubber hose you found back in Africa on the gas vent. Then use it with the balloon. So long Thera!</p>
<p><strong>Out at Sea</strong></p>
<p>You&#8217;re now drifting in the sky. You&#8217;ll have to move along by venting hyrdrogen and dropping the ballast. There&#8217;s nothing on the islands, but find the sub. Vent hydrogen until you land on it.</p>
<p><strong>The Nazi Submarine</strong></p>
<p>Indy will beat up the sailor and pick up the uniform. Climb down into the sub. Talk to the guard. He&#8217;ll tell you that he&#8217;s guarding the moonstone. Plato&#8217;s lost dialogue said that the Moonstone was needed along with the Sunstone to enter any Any Atlantean settlement greater than an outpost or the lesser colony. You&#8217;ll need to get it. Go to the left and pick up some cold cuts and some bread. Use them together amd you&#8217;ll get a sandwich. Go back to the guard and use it in front of him.</p>
<p>When he complains, tell him to go make his own. He will, and you&#8217;ll be able to open the lockers and get the Moonstone. There is also a small booklet called Torpedo Instrctions. Take it. Now go to the right side of the ship. Pick up the clothesline. You&#8217;ll see Sophia, but you can&#8217;t do anything. Now go to the far right, where the Captain is, and pick up the oily rag lying on a torpedo. Now return to the far left. You&#8217;ll see a damaged torpedo tube. Use the instructions with the control panel. The sub heads towards Knossos on Crete. Now you&#8217;ll have to get off. There&#8217;s a guard on top, so you&#8217;ll need to find another way out.</p>
<p>1. Alright. There&#8217;s only one other way to get off.<br />
2. It involves firing.<br />
3. The torpedo tubes! At the far right. You could escape, but the Captain won&#8217;t let you.<br />
4. You&#8217;ll need to get everyone away from there.<br />
5. You could create a distraction, but how?<br />
6. Remember the damaged torpedo tube that you activated? Pull the lever. Sparks!<br />
7. You could make a fire from the sparks, but you&#8217;d need something to burn.<br />
8. Think. What is flammable?<br />
9. Grease!<br />
10.What do you have that contains grease?<br />
11.You picked one of these up back at Barnett College.<br />
12.The oily rag will work.<br />
13.Use it with the wires and pull the lever. You&#8217;ll make a fire, and the working torpedo tube won&#8217;t have any guards.<br />
14.Open the torpedo tube and activate it with the instructions.<br />
15. But when you get in, you&#8217;ll need to close the tube. No one will fire it for you.<br />
16.You have something that you can use.<br />
17.Tie the clothesline to the lever.<br />
18.Get into the yube, and pull the line. You&#8217;re off the sub!</p>
<p><strong>Crete</strong></p>
<p>Don&#8217;t even bother going to the left. There&#8217;s nothing there in this path. Go to the right and you&#8217;ll find a pedestal. Use the stones on it. Look at it. As I&#8217;ve said before, the alignment changes from game to game. Here are some that I&#8217;ve seen. Plato: With the darkest night healed by the full moon. Answer: Align the darkness symbol on the sunstone with the tall horns and then align the full moon with it. Plato: With pale dawn shredding the darkest night. Answer: Match the rising sun with the tall horns, and then align it with the new moon. Once you&#8217;ve done it right, a secret door will open. Enter&#8230;.NOW!</p>
<p><strong>The Greater Colony of Atlantis</strong></p>
<p>Inside, you&#8217;ll see a shelf with three stone heads. If you pick up all 3, the gate in front of you wil close. So take only 2. Go to the next room. If you move the mouse around, you&#8217;ll still see the head in the previous room. Use your whip on it. You have the head. Explore. Look around until you find a room with a minotaur statue. Look at its head. It looks wobbly. Use your whip there. The head will fall off and land on a section of the floor that sinks down a bit. Go over to the head. The floor will go down. It&#8217;s an elevator. You&#8217;ll find a dead Professor Sternhart. His note will tell you about how static electricity will respond to orichalcum. Pick up the wool scarf and the Staff. Don&#8217;t forget the Worldstone that he took in Tikal. You now have all 3 disks needed to reach Atlantis. The next room has a gate, but you don&#8217;t go through it on this path. Go to the previous room and look at the waterfall.</p>
<p>You&#8217;ll see a chain. Use it. Now explore until you find a room with a shelf and a stone head on it. Use all 3 heads on it to open the gate. Go on. Take the top path. You&#8217;ll see a counterweight. Use the staff you found on the chock. Then return and take the lower path. Use the staff with the statue mouth. You lose the staff but you can go up and get the gold box. There&#8217;s orichalcum! If you ever used the comb and scarf together, you have an orichalcum detector. Use the clothesline on it. But it always points to you. Put your beads into the gold box. Now the detector can do its job. Go to the next room. You&#8217;ll see a microtaur. Open the hatch. Some- thing is missing.</p>
<p>1.It&#8217;s probably power.<br />
2.You know there&#8217;s no electricity inthe cave to juice the thing.<br />
3.It&#8217;s not the orichalcum detector.<br />
4.Do you have anything that will start machinery?<br />
5.You&#8217;ve used it before.<br />
6.It&#8217;s the statue you found at the dig site.</p>
<p>Use orichalcum on it. Now put it in the hatch. It will dig a tunnel. You&#8217;re now in the map room. There&#8217;s a spindle. Use all 3 stones and check Plato&#8217;s Lost Dialogue for the alignment. When you&#8217;ve opened the door, go on. Use the detector. It points to the next room. Look at the bones. There&#8217;s orichalcum there! Now return to the closest room. Use the detector. It will point to a wall that didn&#8217;t appear earlier. Use the ship rib and dig through it. You&#8217;ll enter a subway. Pick up the bead that attracted the detector, and use it on the mouth of the subway car. Get in, and you&#8217;re off to Atlantis!</p>
<p>That&#8217;s the Wits path. I&#8217;m going to cover another path now. The paths re-converge at Atlantis, so go to the end to see that.</p>
<p><strong>The Team Path</strong></p>
<p>Now that Sophia has joined you, she tells about two possible leads, Alain Trottier in Monte Carlo, and Omar Al-Jabbar in Algiers. Go to Algiers first.</p>
<p><strong>Algiers</strong></p>
<p>Go to the center of town and watch the knife thrower. Talk to him and tell him he has nice knives. He&#8217;ll tell you that he wants an assistant. You can&#8217;t be one because you&#8217;re not a woman. Then talk to the grocer. He&#8217;ll tell you about his squabs for sale. He&#8217;ll also say that Omar Al-Jabbar&#8217;s shop is in the alley. Go to the shop. The shopkeeper will tell you that he needs a stone disk as proof of your sincerity for looking for Atlantis.</p>
<p><strong>Monte Carlo</strong></p>
<p>Now go to Monte Carlo. Sophia go to her room in the hotel, and you&#8217;ll be looking for Trottier. Trottier looks the same in all 3 paths, so he&#8217;s the guy with the gray hair and a brown suit. Talk to him, and be as modest and friendy as you can. But you won&#8217;t be able to get him to Sophia. Go up to Sophia&#8217;s room in the hotel and talk to her. She&#8217;ll tell you to drop Nur-Ab-Sal&#8217;s name. Return to the street and tell Trottier. He&#8217;ll join you and go to Sophia. In the room, if you tell Sophia to take care of him, you&#8217;ll take control of her. But soon, you&#8217;ll discover that there is nothing she can do. After you fail, tell Indy to take over. As Indy&#8230;&#8230;</p>
<p>1.There&#8217;s only one way Trottier will give up his stone disk.<br />
2.You&#8217;ll have to force him to.<br />
3.You can&#8217;t directly do anything, because he won&#8217;t let you come near.<br />
4.What could be used?<br />
5.You could scare him, but he&#8217;s not scared of you. You&#8217;ll have to do something.<br />
6.A scary costume might work.<br />
7.What could you be?<br />
8.A ghost.<br />
9.How will you make your own ghost suit?<br />
10.A bedsheet might work. Go to the bed and pick up the sheet.<br />
11.The sheet alone would not be convincing enough. You&#8217;ve got to beef it up.<br />
12.Remember the mask from Algiers? You can&#8217;t use it right now.<br />
13.Open the cabinet and pick up the light.<br />
14.Now open the fusebox.<br />
15.Use the switch. The lights are off!! Now get started scaring!<br />
16.Use the sheet and the mask together. You&#8217;re pretty scary now, but you can&#8217;t fool Trottier.<br />
17.What would a demon need?<br />
18.Glowing red eyes? Yes!<br />
19.Use the flashlight with the costume.</p>
<p>Anyway, you&#8217;ll scare Trottier, and he&#8217;ll run off, leaving his Sunstone. Now head for Algiers.</p>
<p><strong>Algiers again</strong></p>
<p>Back in Algieria! Tell Sophia to assist the knife thrower. She&#8217;ll tell you not to PUSH her into this.(I almost managed to GIVE Sophia away to the guy.) At certain times, she&#8217;ll be close to the knife thrower. Namely after she says no, she&#8217;ll walk up and look at him. PUSH her literally. She&#8217;ll land in front of the knife thrower. The thrower will perform, and Sophia will get a bloody knife and give it to you. Now go back to the shopkeeper and show him the Sunstone. He&#8217;ll tell you that he is Omar Al-Jabbar, and he&#8217;ll give you a map. He&#8217;ll want you to trade your Death Mask for something else. Do so. Take anything he offers. Then go to the Grocer outside and give it to him. Keep note of what he says.</p>
<p>If he tells you that he won&#8217;t accept and it&#8217;s not that color, go back to Omar and trade it for something else. Take the new item to the grocer. When he says &#8220;No, but that is my favorite color.&#8221; You&#8217;ll need to trade it to Omar Al-Jabbar for something else, but of the same color. You&#8217;ll finally get the right one. The item and color are all random. The grocer will trade you a Squab on a stick. Give it to the beggar. He&#8217;ll give you a balloon ticket. Go up to the stairs to the rooftops and give the ticket to the balloon man. He&#8217;ll let you ride. Use the knife on the rope that holds the balloon, and you&#8217;re free!</p>
<p><strong>Balloon Ride</strong></p>
<p>You&#8217;re out looking for the Nazi Dig-Site. Land at each Nomad camp and give the nomad the map. Each nomad will point you in the right direction. You&#8217;ll eventually find a nomad who will tell you that you are very close. An X will appear on the map. Land at the dig site. You&#8217;ll be shot down, but you&#8217;ll crush the gunman.</p>
<p><strong>Dig Site</strong></p>
<p>Sophia will fall into a hole, and it&#8217;ll ne up to you to get her out. Enter the mining area. Pick up the long tubular thing, the clay thing, the sharp wood thing, and the short thing. The metal thing in the room is the generator, but it needs fuel. Go back to the truck. Use the hose with the gas tank, use the clay jar with it to get gas. The truck is missing a spark plug and a distribu- tor cap. Go back to the mine and open the generator. Open the metal cap, and pour the gas into the filler pipe. Now push the little thing. Presto! Light! Now, go to the painting of the round object to the left. Push it. A secret panel will open, but its empty.</p>
<p>Go over to the crumbling wall on the right. Use the ship rib on it. There&#8217;s a mural! The island of Crete is on it. Use the wooden peg on the hole. You now have your own thing to put your Sunstone on. Omar told you that the Dig Site was an OUTPOST of Atlantis. Read Plato&#8217;s lost dialogue for the proper alignment of the stone. If you do it right, a secret door will open, and out will come Sophia. She&#8217;ll give you the distributor cap for the truck, and an amber fish. Turn off the generator and pick up the spark plug. Return to the truck and use the cap and the plug on it. Now head for Crete!</p>
<p><strong>Crete</strong></p>
<p>Obviously you can&#8217;t leave the island. So explore. Head for the ruins to the left. First walk across the bridge and pick up the surveyors transit. It&#8217;s good for measuring angles and laying out straight lines. Explore the rooms of the ruins until you find a mural. It is very imporatant. There is a drawing of a bulls head and a bulls tail at the base of the mural. Lines extend from both diagnally and meet on one circle at the top, thus forming a triangle. In the center of the triangle are the tall horns. You can probably infer that the tall horns on the mural represent the Tall Horns statue in the center of the ruins. But what about the bull head and tail? Push the rocks around the horns. You&#8217;ll eventually find a bulls head and tail statue!</p>
<p>1.Ok. So the statues have something to do with the horns.<br />
2.Use the surveyors transit on the bulls head statue.<br />
3.The transit is good for laying out angles isn&#8217;t it? Straight lines too?<br />
4.Align the crosshairs with both horns. An X will shoot out.<br />
5.Do the same with the bull&#8217;s tail statue.<br />
6.You&#8217;ll see an X on the ground where the angles intersected!</p>
<p>Dig with the ship rib to get the Moonstone! Now return to the dock and use the stones with the spindle. Check Plato&#8217;s Lost Dialogue for the alignment.</p>
<p><strong>Greater Colony of Atlantis</strong></p>
<p>Once in, pick up 2 statue heads. Then in the next room, whip the last head to get it. Find a room with a minotaur statue. Whip its head. It will fall down and hit a floor panel. Step on it to go down with Sophia. You&#8217;ll find the dead Professor Sternhart. Pick up the staff and the Worldstone. Look at the water- fall. You&#8217;ll see a chain running up behind it. Use it and climb back up. Now find a room with a shelf. Use all 3 heads on it to open the gate. Inside, take to top route. Find the room with a stone shaft and a counterweight. Use the staff with the chock. Go back and take the low path. Use the staff with the statue mouth. You&#8217;ll go up. Pick up the gold box. Return to Sophia. Go to the room beyond Sternhart.</p>
<p>Tell Sophia to climb into the hole so she can open the gate. Insult her if you like. She&#8217;ll be hesitant to climb it, but keep telling her. She&#8217;ll eventually climb up and open the gate. If you use the amber fish, it will detect your orichalcum. Open the gold box and use it to shield the orichalcum. Sophia&#8217;s necklace will throw off the detector too. Talk to her and tell her to put the necklace into the gold box. Now use the detector in the rooms. You&#8217;ll see that it points to a wall that did not show up previously when you moved your mouse to it. Use the ship rib on it. You&#8217;ll now be in the Map Room of The Greator Colony. Use all 3 stones on the spindle. Once again, the Lost Dialogue will tell you the alignment.</p>
<p><strong>Final Room of Crete</strong></p>
<p>Kerner will appear and kidnap Sophia. Give him the stone disks. If you don&#8217;t, he&#8217;ll shoot you. The door you came through will be locked. Use the ship rib on the crumbling wall to the right. You&#8217;ll dig your way out. You&#8217;ll appear out- side and will see a Nazi U-Boat. Go to it. Slug the Captain, and you&#8217;ll be Captain now. Get into the sub.</p>
<p><strong>The Submarine</strong></p>
<p>If you go down, the nazis will be there! Here&#8217;s what to do.</p>
<p>1.You&#8217;re the Captain now, aren&#8217;t you?<br />
2.What do Captains do?<br />
3.They command the ship and give orders.<br />
4.What would the Captain use to give orders?<br />
5.The intercom! Use it.<br />
6.Tell them to go to the aft torpedo bay for instance. You can now proceed.</p>
<p>Go to the kitchen. Pick up the cold cuts and bread. Use them and make a sandwich. Pick up the porcelain pitcher. Go below using the trap door. Use the leaking battery acid with the pitcher. You now have a jug of acid. Go over to the wall by sophia and talk to her. The guard won&#8217;t know. Tell her to distract him. Now go back up and go to the area where Sophia and the guard are. The guard won&#8217;t see you. Pick up the plunger. Go back up, and pull the lever. It&#8217;ll break off!</p>
<p>Go to the right of the sub and open the trap door. Use the acid with the metal box. It&#8217;ll eat through the metal. You now have the stone disks and a key! Go to the top part and use the plunger with the broken lever. It fits! Go to Sophia. The guard will see you. Mention a pail while talking to him, and Sophia will knock him out with a bucket. Use the key with the wheel to unlock it. Now you can control the sub! Drive it to the air lock. It&#8217;ll take practice but you&#8217;ll get there. You&#8217;re now in Atlantis.</p>
<p><strong>The Fists Path</strong></p>
<p>I personally like this path. Go to Monte Carlo.</p>
<p><strong>Monte Carlo</strong></p>
<p>In Monte Carlo, find Trottier and ask him about Atlantis. He&#8217;ll give you his card. Go to Algiers.</p>
<p><strong>Algiers</strong></p>
<p>Talk to the shopkeeper in the back alley where Omar Al-Jabbar&#8217;s shp is. Talk to the shopkeeper and give him the business card. Ask for a meeting with Omar. As the storekeeper leaves, follow him in the city streets. Of you&#8217;re close, you&#8217;ll see the servant duck into a house. Omar&#8217;s house will now appear on the screen. Enter.</p>
<p><strong>Omar&#8217;s Home</strong></p>
<p>You&#8217;ll find Omar Al-Jabbar and the servant being comfronted by a Nazi. SAVE GAME!! (Unless you&#8217;re a fighting master) and walk up to him. A tactic that is simple yet effective is&#8230;PUNCH, PUNCH, PUNCH, etc. Don&#8217;t worry about Punch Power. Just overwhelm the guy with hits. Defeat him, and Omar will tell you about a Nazi dig site in the desert. &#8220;They seem to have discovered an outpost of the Lost Kingdom.&#8221; he says. He will tell you about giving you a map and a camel, but leaves. Look at the hanging cloth. It&#8217;s the map. Use the pole in the room on it. You now have the map. Use the camel outside the window and get going!</p>
<p><strong>The Desert</strong></p>
<p>Move your camel throughout the desert, maneuvering aroung rocks and mountains. Watch out for trouble in the form of Nazi guards. Look for hard to see paths on the mountains. They may provide the quick escape needed. If you&#8217;re caught, you have to fight the Nazi. If you lose, you die! If you win, you proceed. Go to all the Nomad camps, showing the map to the nomads. They will point you in the right direction, so eventually you&#8217;ll get to the dig site.</p>
<p><strong>The Dig Site</strong></p>
<p>The truck will NEVER run again. Go into the mining area. Open the metal thing in the room. Press the button. You have light. Pick up the ship rib, the wood peg, and the clay jar. Also there will be a small, shiny orichalcum bead! Go to the painting on the left. Push the round object painting. A secret panel will unlock. Pick up the contents. You now have the Sunstone, the first magical disk needed to unlock the gates of Atlantis. Alone, it can only open doors of outposts and lesser colonies.</p>
<p>Go to the crumbling wall on the right. Use the ship rib on it. It will fall apart, revealing a mural! Use the wooden peg on the hole, and then use the sunstone. Look at Plato&#8217;s lost dialogue on how to align the stone. Then look at the Sunstone and align it! A secret door will open. Pick up the sunstone, but NOT the wood peg, or the door will lock. Go into the door. You&#8217;ll climb out of a hole, and will be approached by an ARMED Nazi. Don&#8217;t try anything, or you&#8217;ll be shot to death fast! Here&#8217;s what to do.</p>
<p>1.You can&#8217;t just sit around and wait.<br />
2.You&#8217;ve got to get rid of the guard.<br />
3.He has a gun. No fair!<br />
4.The gun has GOT to go!<br />
5.How? What can you do to get it away from him?<br />
6.You could knock it out of his hands.<br />
7.Do you have anything long enough?<br />
8.The whip! Use it on him. You&#8217;ll disarm him. This is an Indy trademark move.</p>
<p>Now, the fight is fair. Defeat him and climb up the rope ladder.</p>
<p><strong>Balloon</strong></p>
<p>You&#8217;re now in a balloon. Get the balloon to fly in a northeasterly direction. You&#8217;ll fly off for Crete!</p>
<p><strong>Crete</strong></p>
<p>You&#8217;ll land in a grassy field. Go to the left to the Ruins of Knossos. Walk on the bridge and to the left to pick up the surveyor&#8217;s transit. Now go down to the ruins. Find a room with a mural. Look around the tall horns of the city and push the stones. You&#8217;ll find a bull&#8217;s head and bull&#8217;s tail statue. Use the transit on them, and then use it. Align the cross hairs of the transit with both horns on both statues, You&#8217;ll see and X shoot out of the transit and ap- pear on the ground.</p>
<p>Dig with the ship rib. Pick up the Moonstone! Now leave the ruins and go to the Right of the island. Use the two stones on the spin- dle. As usual, the Lost Dialogue will tell you the alignment. Use it right, and a secret door will open, revealing the entrance to the Greater Colony of Atlantis. A Nazi will emerge. Destroy him and enter.</p>
<p><strong>The Greater Colony of Atlantis</strong></p>
<p>Pick up 2 of the 3 statue heads. In the next room, use the whip on the last head in the room. Now explore and find a room with a minotaur statue and a sinking floor panel. Use the whip on the stautue head. It will fall down and land on the panel. Now go to the panel, and you will sink down to the floor below. You&#8217;ll find thew dead Professor Sternhart. He knew a lot more than he let out, but not enough to find a way out.</p>
<p>Read his note. Pick up his staff. Look at the waterfall. There&#8217;s a chain running up behind it! Use it and climb out. Find a room with a shelf. Use all 3 statue heads on it to open the gate. Inside, take the top path and find the room with a counterweight. Use the staff on the chock to free it. Return and take the bottom path. Use the staff on the statue mounth to activate the elevator. You&#8217;ll go up. Get the golden box and the orichalcum bead. Now, find a room with a doorway blocked by a heavy stone slab. How do you get past it?</p>
<p>1.The fists path is one path where strength is needed.<br />
2.Perserverence too.<br />
3.Push the slab.<br />
4.Keep doing it until the slab falls over.</p>
<p>You&#8217;ll now be in a room with a chasm. Use the whip on the stone outcropping. Another Indy trademanrk move. You&#8217;ll swing across. Go into the door. You&#8217;ll now be in a room with a hallway. Two Nazis are on the other end of the hall. When you walk by, one of them will come to investigate. If you fight him, you may lose due to his long energy meter.</p>
<p>Instead, walk to the right stone slab and hide behind it. Notice where Hans is standing. Push the slab. CRUNCH! Hans is no longer a problem. Walk down the hall and meet Franz, the other Nazi. Pulverize him. Next, you&#8217;ll be in a room with four doors. DO NOT go right! Use any other doorway. If you choose any of the two on the left, you&#8217;ll meet up with a guard. Kill the guy. Now go to the one slightly left of the right one. You&#8217;ll have to fight several guards, but go on!! You&#8217;ll come to a room above a guard named Anton. If you had gone to the right door in the four door room, you MIGHT have been destroyed by Anton. He&#8217;s a tough one. There&#8217;s a hanging column of rock, or a stalactiite. Notice where Anton is. Right under the sharp stlactite point! Push it.</p>
<p>Thud! Thunk! Anton&#8217;s entire body has been pierced by the stalactite. Pick up the stalactite. Go to the next room. It has two doors. Take the one on the left. You&#8217;ll reach Arnold, a drunk singer. You can give the guy a song and run away, but you need to reach the room beyond him! Get him angry and he&#8217;ll fight you, but you&#8217;ll end up being flattened, pulverized, mangled, bloodied, destroyed,etc. His punch power meter is almost twice as long as yours, and his energy bar is LLLLOOOOONNNNNGGG!! Back off. There&#8217;s another way to get to Arnold. There is a boulder in the second doorway to Arnold. Hmmmm. Where has Indy seen that thing before?</p>
<p>1.Think of the boulder.<br />
2.It could easily crush Arnold.<br />
3.You&#8217;ll need some leverage to maneuver the boulder over the ledge and down the slope to Arnold.<br />
4.One came from the Dig Site, and the other may have been used to kill Anton.<br />
5.The ship rib and the stalactite.<br />
6.Use one of them on the boulder.<br />
7.Oh no! the Ship rib(or stalactite) broke! The boulder has rolled back, blocking the second doorway. You&#8217;ll have to go to Arnold and back off to the room before the boulder blocked doorway.<br />
8.Use the stalactite or the ship rib on the boulder.</p>
<p>A nice cutscene will show the boulder rolling&#8230;&#8221;And the shark has&#8230;URK!&#8221; Now Arnold is dead, so you can pass. But LOOK at him to pick up some orichal- cum and an Amber fish. Plato&#8217;s Lost Dialogue says that Amber is an orichalcum detector. The next room is the Map Room, which shows the layout of Atlantis. You&#8217;ll need a Worldstone to use the spindle, and you don&#8217;t have one. Return to the room with Arnold and use the Amber fish. It MAY point down if you&#8217;ve used the orichalcum in the gold box and closed it. If it doesn&#8217;t, find another room with a pit (It doesn&#8217;t need to show up when you move the mouse.) Use the fish. When it points down, talk to the pit.</p>
<p>Yell something. You&#8217;ll hear an answer from Sophia. Looks like the Nazis finally got tired of her and threw her into a pit. You&#8217;ll need to get her out. If you talk to her, she&#8217;ll tell you she needs a short rope to climb out. What&#8217;s the most ropelike thing you have? Your whip. Use it with the pit and free her. She&#8217;ll give you the World- stone, the final magical disk needed to approach Atlantis. Go to the map room. Use the three stones on the spindle. Check the Lost Dialogue for the align- ment. After you&#8217;ve unlocked the door, enter. Ah, finally! The exit to the labyrith. But where will you go now? Look at the stone pointer. According to the inscription, it&#8217;s pointing north to the Lesser Colony of Atlantis. The closest island to the to the north is a volcanic island near Greece named Thera. That&#8217;s your next stop then!</p>
<p><strong>Thera</strong></p>
<p>On Thera, you will need to go up to the path in the mountains. Sophia will complain about you leaving her. Tell her you&#8217;re off to see if Kerner&#8217;s been in the mountains. Nice scenery, but you&#8217;ll need to find the gap, the notch, and the cleft in the mountains. Go to all 3. One of them will have a Nazi jeep and a tire repair kit. Pick the kit up. Return to the port and talk to the cap- tain. Tell him to take you to Atlantis. He will ask you for the coordinates. You&#8217;ll need to consult Plato&#8217;s Lost dialogue. For example, if it says &#8220;The Lesser Colony 260 miles northeast of the Lost City&#8221;, you would say 26 miles southwest of Thera, because Plato&#8217;s numbers were way off target.</p>
<p>They were affected by Plato&#8217;s TENFOLD error in numbers. 26 is 260 divided by 10. You would say southwest because from Atlantis, you would be heading northeast to get to Thera. Hop on and you&#8217;re off! At the surface, you&#8217;re on your own. The captain won&#8217;t help you. Open the locker to find a punctured diving suit. Use the tire tools kit to repair it. The suit will need air too. Use the air hose with it. Don&#8217;t forget to turn on the air compressor switch. You will now become Sophia, trying to get Indy into the water. Use the hoist with Indy. As Indy, you&#8217;ll see a cutscene showing the Nazi sub overtaking the boat. Sophia will be captured, and the captain will reveal that you&#8217;re diving. Kerner will cut your airline.</p>
<p><strong>Finding Atlantis</strong></p>
<p>This is a simple question.</p>
<p>1.Have you went to all the caves?<br />
2.The location is random, but eventually you&#8217;ll find one that leads to Atlan- tis!</p>
<p><strong>Outer Atlantis</strong></p>
<p>The paths have finally re-converged! Atlantis is a huge place, so it will be the most chalenging. Its true fate is near&#8230;but the evil spirits are close behind, no to mention the Nazis!</p>
<p>In the TEAM path, Sophia will be kidnapped here. In the WITS path, you&#8217;ll crash in, In the FISTS path, you&#8217;ll get in through the caves. The room is dark and you&#8217;ll need light. Pick up the wood thing. It&#8217;s a ladder. Use it with the rocky incline. You&#8217;re up! Open the stone thing and pick up the metal rod. But what do you do with it?</p>
<p>1.Notice the design of it.<br />
2.It has an opening in one end.<br />
3.What do all Atlantean objects need?<br />
4.Some orichalcum.<br />
5.Use a bead of orichalcum on it. Presto! Instant Light Source.</p>
<p>Now you can see Atlantis. It&#8217;s a dark, crumbling place. Amazingly, there&#8217;s been enough air pressure to keep the water out. Pick up the ladder and go to the statue. Use all 3 stone disks on the statue. What? It didn&#8217;t work?</p>
<p>1.Check the Lost Dialogue. Somewhere it said, &#8220;Final entrance only yielded to contrary minds.&#8221;<br />
2.What does contrary mean?<br />
3.Opposite.<br />
4.So you need to think about the disks in an OPPOSITE way.<br />
5.The disks need to be CONTRARY to the normal way.<br />
6.Rotate the disks 180 degrees from the positions you&#8217;ve used.</p>
<p>The mouth of the statue will open. Feed it one orichalcum bead. The door will open! Grab your stones and enter.</p>
<p><strong>Maze of Atlantis</strong></p>
<p>Okay. This section is really BIG. The ? marks are places you&#8217;ll need to explore. Some rooms are special. I&#8217;ll tell you what you&#8217;ll need to do in the order I try to do things. Of course, its easy to find things in different or- der. So just do the right stuff.</p>
<p>You&#8217;ll need to explore all the grates. You&#8217;ll find things. Find an Eel Sculp- ture. You&#8217;ll also find two rooms with a dismantled Atlantean robot. Pick up the bronze gear in one, and the spoked wheel in the other. You&#8217;ll need to find the Statue Room. It has a chasm. Use the ladder on it to cross. Pick up the stone cup.</p>
<p>Also pick up the ladder you used to cross the chasm. Go to the outer ring and find the subway on the lower right section of the maze. There should be a skeleton there. Pick up its rib cage. You&#8217;ll need to fight a guard. You shouldn&#8217;t have trouble beating them. He&#8217;ll have some rations, namely a sausage. You&#8217;ll also need to find a room with a fish head statue. Pick up the head. You&#8217;ll need to find a room with a crab pool. Use the Sandwich(if you played the Team or Wits path) or the sausage if this is the FISTS path on the rib cage. Now use it on the pool. SNAP! You&#8217;ve got one genuine trapped crab. You&#8217;ll also need to find the Lava room. Continuously this room circulates the Magma, keeping the city hot. Use the stone cup on the pedestal. Then use the fish head on the plaque. The lava will fill your cup. You now have genuine lava. You will need to find a room with a big machine. Use the spoked wheel on the peg at the bottom. Climb to the top and pour the lava down the funnel.</p>
<p>The machine will start, and you&#8217;ll get a dish full of orichalcum. Pick &#8216;em up! Go to a room with the grates. One grate will put you in Sophia&#8217;s dungeon, with a Nazi guard patrolling it. You&#8217;re also by a sentry statue. Give it a bead. It will run up and destroy the guard, and then it will shatter. Now go to the sentry room on the lower right side of the maze. It is a room with large double doors and two large statues. The door is partly submerged in water. Use a bead with your eel figurine. It&#8217;ll get hot! You&#8217;ll throw it into the water. HISS! The water is gone. Use another bead in the fish statue to open the doors. Go to Sophia&#8217;s dungeon. Ignore her. Go to the rubble of the robot. Pick up the robot part. Now go to the canal.</p>
<p><strong>Canal</strong></p>
<p>There&#8217;s a giant octopus in the canal. Throw the trapped crab to it. The octo- pus will eat it. Now walk to the canal. You&#8217;ll appear on the other side. Get on the crablike raft. Use a bead on the mouth to get it started. Now the gates are closed. Notice the spindles? Use the stones on them to get them open. Go until you find a room with a stairway leading up to a door. Inside, pick up the crescent gear. Clse the cupboard. LOOK at it. Copy down the diagram. It&#8217;s very important! Find the room with an archway. Go in. You&#8217;ll be in a room with large metal doors.</p>
<p>There is a sentry statue. Use the ladder and climb up. Open the chest plate and look at it. You should have 4 gears and a bead of orichal- cum. Remember the diagram? It tells how to put the gears onto the statue. Also it tells how to enter commands. Enter the command to lower the left arm and insert a bead. Now use the chain with the lowered arm. Now use the chain with the bronze loop on the door. Now return and enter the coomand to raise the arm. It will, and it will pull down the door. Pick up the hinge pin. You can go back to get Sophia or you can go alone.</p>
<p><strong>Rescuing Sophia</strong></p>
<p>Go to the dungeon and give the hinge pin to Sophia. Open the cage. Tell her you have a plan, and its to brace the cage with the hinge pin. It will work! She&#8217;ll escape. Open the cage again and the pin will fall out, and you can take it.</p>
<p><strong>Middle Atlantis</strong></p>
<p>Through the door, if you have Sophia, she&#8217;ll go into a room. If you don&#8217;t go into the room with the lava pit and get the scepter. Only read this if you have Sophia!</p>
<p><strong>Sophia&#8217;s Problems</strong></p>
<p>Sophia will sound a bit hoarse. She&#8217;s possessed! What does she have? The necklace. You&#8217;ve got to get it away from her!</p>
<p>1.You&#8217;ll need to get the necklace hot.<br />
2.Insert an orichalcum bead!<br />
3.Sophia can&#8217;t drop it. It&#8217;s too powerful!<br />
4.You&#8217;ll need something to store it!<br />
5.What has blocked the energy of the orichalcum before?<br />
6.The gold box! Use it with the necklace. So long Nur-Ab-Sal!!</p>
<p>Now, pick up the scepter. Look at those bones! They don&#8217;t grow like this naturally. HORNS?? Were the Atlanteans Martians? Demons? Gulp! You&#8217;re closer than ever to the truth, but you&#8217;ve got to find it.</p>
<p><strong>Middle Atlantis Continued</strong></p>
<p>Find the room with the hulking machine. Insert the hinge pin and the scepter into the outer 2 slots and push them up. Then insert a bead. Look at the draw- ings on the floor. They may show something like this.</p>
<p>* * *<br />
* # #<br />
* * *</p>
<p>The # represent where the levers need to be later. The * represent the posi- tions where you can put the levers. Get on! Remember that. Put the levers into those positions&#8230;.You&#8217;re off! You&#8217;ll crash through the wall, and you&#8217;ll enter a room full of Lava. The mach- ine will fall into it. You&#8217;re alive. Go into the doors. Looks like you&#8217;ve discovered Atlantis. The maze of doors is confusing, but you&#8217;ll get to the Lava pit below. Okay here are some tips.</p>
<p>When you step on one platform, another nearby may disappear. Try to step towards one with two possible routes from there. If one disappears, you can use the other. If you don&#8217;t make it, go back and try again. If you make it, go down&#8230;.</p>
<p><strong>Inner Atlantis</strong></p>
<p>The fate of Atlantis is near! But this is the Colossus of Atlantis. There are only two events here to do, but it&#8217;s the hardest yet!</p>
<p>Question: What do I do with the spindle? 1.Use all 3 stones on it.<br />
2.There&#8217;s a drawing in plain sight that will help you with the alignment.<br />
3.It&#8217;s outside the Colossus. Near the top of the room, away from the lava pit.<br />
4.You may want to copy it down. Then use it!!</p>
<p>The Colossus is on! The Nazis, Klaus Kerner, and Dr.Ubermann appear. They tell you that the Colossus was used by the Atlanteans to manufacture GODS! I would not try that machine! They&#8217;ll need a test volunteer..You! But Kerner gets in the machine first. Tell him about Plato&#8217;s tenfold error. He&#8217;ll say to divide by ten. Try ONE bead to power the Colossus! He&#8217;ll get transformed into&#8230;.a goat! I didn&#8217;t think it was safe before, but now I&#8217;m convinced! You must now step into the machine!</p>
<p>Question: How do I avoid Death in the Colossus?</p>
<p>1.You&#8217;ll need to talk.<br />
2.And talk, and talk.<br />
3.Eventually, you&#8217;ll be able to mention angry gods to Ubermann.</p>
<p>He&#8217;ll step into the machine and become fatally transformed. But even as he dies, he leaves a huge burst of energy! Atlantis is now crumbling as the Explosion upsets the status of the Lost City. Watch the cool cinematic ending as the place explodes and you (and maybe Sophia) make your escape. You&#8217;ve won! So long Atlantis.</p>
<p>by EnforcerJC@aol.com</p>
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		<title>Ecoquest: The Search for Cetus Walkthrough</title>
		<link>http://www.gamexperts.com/pc/ecoquest-the-search-for-cetus-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/ecoquest-the-search-for-cetus-walkthrough.php#comments</comments>
		<pubDate>Mon, 13 Sep 1999 01:15:49 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[Ecoquest: The Search for Cetus]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=1009</guid>
		<description><![CDATA[Look at box. Get rag(2) and detergent(2). In inventory, use detergent on rag(5). Use soapy rag on bird(5). Get fertilizer(2). Get garbage bag(10). Look at books five times(5). Get envelope from chair(5). Pick up envelope(5). Get soda can(2), put it in recycle box(5). Look at computer screen(5). Look at certificates on wall. Pour fertilizer in [...]]]></description>
			<content:encoded><![CDATA[<p>Look at box. Get rag(2) and detergent(2). In inventory, use detergent on rag(5). Use soapy rag on bird(5). Get fertilizer(2). Get garbage bag(10). Look at books five times(5). Get envelope from chair(5). Pick up envelope(5). Get soda can(2), put it in recycle box(5). Look at computer screen(5). Look at certificates on wall. Pour fertilizer in tank(5). Look at chalkboard(5). Get gerbil water(2), give it to gerbil(5). Open door with code 9731 E(5).</p>
<p>Look at chalkboard(5). Talk to dolphin several times(6). Feed dolphin until he throws fish back(8). Get in pool(5). Get frisbee, toss to dolphin until he speaks(4). Toss frisbee to dolphin twice more(1). Open gate(10). Open door, open cabinet, get gear(10). Look at propeller(5). Use gear on Adam(5). Swim north twice.</p>
<p>Get glass jar(2). Recycle garbage to clear path(5). Swim left, put on tank(10). Swim south, south, right, south on left of screen(15). Recycle 8 times(10). Get cage(2). Go to temple on right. Get conch shell(2), exit temple. Put shell in hands of servant of bronze statue(10). Get trident(5). Return to temple. Look at left wall, slide pieces to correct picture(15). Use trident on 3 eyes on right wall(10). Talk to oracle(2). Solve riddles by clicking matching part of picture. Answers: Man(5), Fish &#8211; dolphin(5), Love &#8211; heart(5). Exit temple, go to gazebo, talk to mask(2). Solve columns by turning them until they all click in place(10). Talk to hermit crab(2), leave. Swim left. Recycle 10 times(10). Use fertilizer on whale coral(10). Talk to crab(4). Get shell(2). Swim east, north to apartments. Get rag(2). In inventory wipe off shell with rag(5). Recycle 8 times(10). Swim south, go to gazebo. Give shell to Superfluous(5), leave, swim north to apartments.</p>
<p>Enter bottom middle apartment(2). Show badge to guard(5). Push blowfish(5), get bag(10), get urchins(2), recycle bag(5), leave. Enter middle row left apartment, talk to fish(2), put urchins on potted plant on right(10), get shell(2), leave. Enter middle row right apartment, talk to fish(2), use sharp shell on rings(10), pick up rings(5), in inventory use sharp shell on rings(5), leave. Enter top right apartment, use tweezers on turtle twice(10), get screws(2), recycle both balloon pieces(10), leave. Enter bottom middle apartment, talk to manatee, talk to man(2), in inventory use screws on cage(5), use cage on propeller(5), recycle 2 times(10), get waterpump(2). Enter top left apartment, recycle bleach(5), use waterpump on window(5), get spine(2). Get mask(2), use trident on 3 eyes on right wall, give mask to oracle(10), leave, swim south.</p>
<p>Recycle 4 times(10), get mirror(2), swim right, right. Use jar on octopus. Hide in sponges (use hand on sponges)(5), octopus opens jar(5). Get jar(2). Use mirror on octopus(10), get cable(2), swim right. Use trident to open toilet tank(5), get orb(2). Open compartment in vehicle(5), get saw(2). Get lure from post(2). Swim left, left, left. Put jar on ear of statue(10). Swim right, up cave. Pull pirate’s pike twice(4), jump in water (with hand icon). Get key, follow red fish. Use lure on anemone that eats red fish(10), get key(2). Swim right, right, right, enter cave. Use jar with fish on cave(10). Get rocks from back wall, repeat until you see a silver sparkle(5). Click sparkle(5). Oil box with rag(5). Use key on box(5), get suit(10). In inventory use toilet orb on silver cable(5), use that on transmitter(5), and use that on the barrels(5). Men retrieve barrels(30). Exit north, look at mountain.</p>
<p>Use trident on ship door. Use sharp shell on net(10). Swim right, right, enter cave, enter cave, north. Use trident on door(5). Swim through door(5). Follow cable, swim to Cetus(10). Swim south. When mouth opens, swim in (use hand icon). Use saw on harpoon(5), exit mouth. Swim to Cetus. Use hand on harpoon(5), use potion on wound(5). When Cetus is fighting, use hand on mountain opening. Use sharp shell on net(15). SAVE. Use lionfish spine on manta when he’s distracted(20). Get conch(20).</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Quest for Glory 1 Walkthrough</title>
		<link>http://www.gamexperts.com/pc/quest-for-glory-1-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/quest-for-glory-1-walkthrough.php#comments</comments>
		<pubDate>Sun, 08 Aug 1999 14:19:30 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[quest for glory 1]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=1076</guid>
		<description><![CDATA[START OF THE GAME
When you start playing, you &#8216;construct&#8217; a character according to your wishes. You may choose from a fighter, a magician or a thief. Probably, the game can be solved using any character. I chose for a fighter; so the remainder of this text discusses mainly warrior-like aspects.
After you choose a character, you [...]]]></description>
			<content:encoded><![CDATA[<p>START OF THE GAME</p>
<p>When you start playing, you &#8216;construct&#8217; a character according to your wishes. You may choose from a fighter, a magician or a thief. Probably, the game can be solved using any character. I chose for a fighter; so the remainder of this text discusses mainly warrior-like aspects.</p>
<p>After you choose a character, you get 50 points to divide between certain aspects of your character. A warrior does OK when fighting but poorly in magic; a thief has a good stealth and can pick locks, etc.. Make sure that all categories are non-zero! You acquire skills during the game; but the startup skill may not be zero to accomplish this. So, even when you are a warrior, make sure that your magic category counts some points. I left the &#8217;stealth&#8217; category at zero; it worked out OK.</p>
<p>SO YOU WANT TO BE A HERO &#8212; GENERAL HINTS</p>
<p>While playing, take all action you can! Your skills will improve by doing so. E.g., fight monsters as often as you can; use your magic skills whenever possible; etc..</p>
<p>Make a map of the area. Simply start playing by wandering around and looking at stuff. The map of the area is not included in this text; but you should be able to figure it out easily.</p>
<p>Save your game often! You are likely to get killed, to fall into pits, etc..</p>
<p>Generally, there are two things you should check regularly: your character&#8217;s sheet (press ctrl-S to see it) and the time of day (press ctrl-T). Watch your sheet for bad health (lower left corner of the display). When you are too weak, you make mistakes. Furthermore, there is a good chance that you will not survive an attack by monsters.</p>
<p>The time of day is equally important. There are more monsters in the woods during night time. Furthermore, it is wise to get some sleep during night hours &#8212; your strength, stamina, etc. will be restored by it. Then there are tasks which may be accomplished only during a certain time of day.</p>
<p>PHASE ONE: ACQUIRING SKILLS</p>
<p>When you start in the town of Spielburg, talk to the sheriff and ask about stuff. Check out the city; be sure to visit the Guild Hall (where the proprietor is asleep all of the time) to look at the board. There are some &#8216;wanted&#8217; notes hanging here: remember the names (you&#8217;ll need them!). There&#8217;s a magic shop in town; you can buy scrolls there (to learn spells) if your magic skill is high enough. If not, you can buy magic potions; drinking these will improve your character&#8217;s magic abilities until you CAN buy scrolls. Pay attention to what the witch in the magic shop says about spells! A &#8216;free&#8217; spell can be learned in the woods.</p>
<p>The potions you can buy will help you on your way. There are health potions (drink them when your health has suffered from battle), vigor potions (which you may use when getting tired), magic potions (to be used when your magic power gets too low due to excessive spell casting), etc.. However, potions can be acquired at a lower price at the healer&#8217;s; out of town and then N. The only advantage of the magic shop in town is that it offers 24 hours service.</p>
<p>Don&#8217;t buy food or drink at the local tavern! You will need your funds for more important matters.</p>
<p>If sunset is not yet approaching, leave town and head E by following the road. At the end of the road go N. In an snowy clearing you will meet a warrior giant: bargain with him. He will want fruit from you: get it in town (in fact, get LOTS of it: the warrior is pretty big. You&#8217;ll need about 50 apples). The giant will give you something you will need later on for your trouble.</p>
<p>If you still have the time, return to the town entrance and go N. You&#8217;ll find the healer&#8217;s cottage there. Notice the bird in the nest on the branch of the large oak? Try to climb the tree to get to the nest! That may take some time, if your climbing is not yet too good. Be sure to watch your health during the work-out! Rest a couple of times.</p>
<p>If you make it up the tree, look in the nest and you&#8217;ll see a ring. Remeber the &#8216;wanted&#8217; signs at the Guild Hall? Try to get the ring: you may fall off the tree if your climbing is not good enough yet. Watch your health! Falling off trees is not good for you.</p>
<p>If sunset approaches, go back into town &#8212; even without the ring. If you do get the ring, return it to the healer first (you&#8217;ll get money and a big kiss). In town, wait for dark; then go N of the town entrance to the low-life&#8217;s pub. There is an alley next to the bar; a beggar sits there during daytime (don&#8217;t give him money; he&#8217;ll just advise you not to take up begging since it doesn&#8217;t pay). During the night, two thugs hide in the alley; ready to rob you. When they make their move, make the thieve&#8217;s sign! They will take you for one of their own; and give you the password to get into the Thives Guild.</p>
<p>Go to the bar. Notice the ugly looking guy sitting in a chair at the left side of the bar? Go up to him, and give him the password. He&#8217;ll let you into the Thieves Guild.</p>
<p>Once in the Thieves Guild, you&#8217;ll encounter the boss. He rambles on about the times being so hard; and then turns his attention to you. You&#8217;ll have to get a Thieve&#8217;s Licence at the far end of the room before continuing your talk with the boss. Once you are a registered thief, ask the boss about that game he&#8217;s playing, and play it with him a couple of times. First you&#8217;ll win some money; but when you start betting too much, the boss decides to teach you a lesson &#8212; time to stop playing. Before you leave, be sure to buy a lockpick at the far end of the room where you got your licence. Then leave the Thieves Guild.</p>
<p>During night time, you can pick a couple of locks in town and steal stuff. There are some silvers in the desk in the Sheriff&#8217;s house (that&#8217;s not the office where you see him during daytime) and a precious vase on the mantlepiece. Don&#8217;t wake anybody up! In the other street, next to the magic shop, you can enter the old lady&#8217;s house to get the candles and to get the basket (the poor old thing dropped her pearls in the knitting basket &#8212; good for you). Don&#8217;t approach the cat! When you get too close, it turns into a ferocious monster. You can sell the stolen stuff in the thieve&#8217;s guild.</p>
<p>It should be day again by now. Go to the grocery store, and talk to the proprietor. He will tell you that he actually wanted to be a hero himself, and that he has some useful materials. Buy a dagger if you don&#8217;t have one yet; but don&#8217;t buy empty flasks (even if the manager tells you that they&#8217;re o-so-handy). Also, he&#8217;ll tell you about the chain mail armor you can buy: but you need lots of money for that. You will have to get the money anyway, eventually!</p>
<p>Before leaving town, check out the magic shop again. Can you buy spells yet? If so, get some of the spells. If not, you will have to improve your magic first and come back later.</p>
<p>PHASE TWO: GETTING THE MAGIC STUFF</p>
<p>If you hadn&#8217;t retrieved the ring yet, do so and bring it to the healer. Buy some potion (especially health potion), and ask the healer about some things. E.g., ask about Elsa, the lost baron&#8217;s daughter and about the creatures you have seen during your trip around the perimeter. Then, go see the Dryad. That creature lives roughly SW of the town (a white deer will show you the way, if you get close enough to the right place). While underway, again fight as many monsters as you can. Be sure to search the dead body after the fight: the humanoid monsters usually carry cash.</p>
<p>The Dryad lives in a magic acorn. Approach the tree, and the Dryad will appear. Talk to her (him? it?), and listen closely. The Dryad will ask you to get seeds from plants which grow roughly N from the Dryad&#8217;s place. Go there, get the seed (you&#8217;ll have to climb a rock and try to catch the seed) and go back to the Dryad. Here, you will get information about a magic ointment you will certainly need. The first ingredient (an acorn) can be found under the tree when the Dryad disappears.</p>
<p>As for the other ingredients: Magic flowers can be found at Erana&#8217;s Peace: a nice meadow with a fruit tree. This place lies roughly NE from the town. You can spend your nights here, and eat the fruit. Your staying at this place is always refreshing. Read the runes on the stone, cast an open spell to move it, reach in the hole and get the scroll which is kept there. Read the scroll: you&#8217;ll learn a new spell. Flying water can be found at the waterfall. There is a ledge with a door here; climb the rock (there is only one place to do it) and knock on the door. Be sure to step aside quickly: the door swings open wide. Enter the cave, and talk to Henry the Hermit. Share your rations with him; and ask him about magic stuff. He&#8217;ll give you a scroll for your kindness: read the scroll, and learn a new spell. Henry will offer you to spend the night: you may do so, but it will not bring you advantages (the guy talks all the time, so you don&#8217;t sleep too good). Green fur can be found at the Meeps&#8217; place; be kind to the little guys. Talk to them (although they can&#8217;t provide much information). Eventually, ask for the fur and take it with you. The last ingredient, Fairy Dust, can be found at the ring of mushrooms NE from the Dryad&#8217;s place. However, you must be there at night otherwise the fairies will not appear. Dance for the fairies to win their sympathy. After you get the dust, take some mushrooms along to sell to the healer. Spend the rest of the night at Erana&#8217;s Peace, sleeping peacefully.</p>
<p>The next day go to the healer and give her the ingredients. She will make a dispel potion, which you&#8217;ll need later on. You&#8217;ll have to leave the healer alone though, while she prepares the potion. During that period try to increase your fighting and magic skills. Here&#8217;s one approach: Get the Flame Darts spell from the magic shop, and then just wonder around. When you see an enemy, cast the Flame Darts spell a couple of times, and then engage in battle. If you win, both your fighting and your magic skills will have improved. Always be sure to carry enough healing potion though! If you run out, and are too weak, you may get killed in battle. Also remember to rest after a battle, to get your stamina points up.</p>
<p>The goblins, living W from the town, are pretty good battle opponents. You fight only as much goblins as you can handle, and they usually carry enough cash to enable you to buy a fresh healing potion.</p>
<p>When you feel strong enough, get the dispel potion from the healer (it should be ready by now) and go to Baba Yaga, who lives NW from town. Talk to the skull in the middle of the fence: this guy will want something you got at the beginning of the game. As a reward, he will let you pass. Approach the hut, and say: &#8216;Hut of brown now sit down&#8217; (you can get that rhyme in various places, also from the skull). Then enter the hut. Baba Yaga is a pretty mean witch: she&#8217;ll change you into a frog to eat you. But, don&#8217;t worry: she&#8217;ll change you back again, because she has an assignment for you: you have to bring her some mandrake root, growing in the town graveyard. However, you have to pull the root exactly at midnight. So here comes the spooky part: you have to wait until the middle of the night (waiting by the target at the S town wall is a good place because monsters stay away) and then you have to get to the graveyard. There are some zombies here who will want to suck your life out of you. Best is to approach the graveyard from the N side, to get the root, and to leave as fast as possible towards S. You&#8217;ll get killed a couple of times until you succeed though. When you have the root, bring it to Baba Yaga again. She&#8217;ll let you live as a reward for your services.</p>
<p>PHASE THREE: HOW&#8217;S YOUR FIGHTING SKILL?</p>
<p>Here comes the &#8216;boring&#8217; part: you have to improve your skills greatly before you can accomplish your hero&#8217;s mission. If you are a warrior, fight during the day to get money and skills, and sleep at Erana&#8217;s Peace during the night to restore your body. If you are a magician or a thief, do whatever these guys are supposed to do.</p>
<p>You have to get enough money to buy the armor, sold at the grocer&#8217;s in the town. When you have the armor, make sure that you have two vigor potions for your stamina and two health potions for your wounds; and then go to the brigand cave which lies SE from the town. On your way there, you will pass an antwerp (whatever beast that may be). Don&#8217;t make this guy angry: he can get mean! When you reach the brigand&#8217;s cave, enter it.</p>
<p>THE LAST PART OF YOUR MISSION</p>
<p>Lots of archers appear at the sides of the cave; but the hero, not knowing fear, must go on with the mission. Walk through the cave, avoiding as many arrows as you can. When you reach the logs at the W side of the cave, drink a health potion and a vigor potion to prepare for battle; then climb the logs. Here you will encounter three brigands which you have to slay.</p>
<p>Moving on, you encounter a Minotaur. Again drink health potion and vigor potion before you engage in battle. If you have the time, fire some flame darts at the sucker to hurt him (else, he&#8217;ll hurt you the more).</p>
<p>If you don&#8217;t survive the battle, then your fighting is still not good enough; and you&#8217;ll have to go on practicing and trying. But if you do survive, you can get into the brigand&#8217;s fortress by opening the gate (use your magic). Go through the court to the far side (N side of the court), but choose your way carefully: you may fall over trip wires, fall into traps, etc.. Once you get there, open the door on the NE side of the court and get in.</p>
<p>Here comes the hairy part: you have to move real quickly here. Close and bolt the door behind you (otherwise, you get surrounded and killed). Then there are three more doors you have to deal with: one in the NE corner of the room (move the chair, so that it gets barred), and two more in the NW corner. While working with the chair, some bad guys will enter from one of the remaining doors. Push the candelabra to bar their way, then climb the table and get the rope to do some Errol Flynn stuff. Quickly exit through the N door, before more bad guys come in.</p>
<p>Now you are in the anteroom of the Brigand Leader&#8217;s office. The leader&#8217;s guard is sitting here in a room which looks like a toy shop. However, there are deadly traps here! Talk to the guy about Elsa (you should know who that is, having read the board in the Guild Hall). He&#8217;ll become quite friendly (when he&#8217;s not friendly, he&#8217;s not so good to be around with). Then start walking; the guy will stand up and say he&#8217;ll meet you in a minute in the Leader&#8217;s office. However, you still have to get through the toy room. Walk right until you get to a trap, then walking diagonally step over the trap. Take the first door on your right. You&#8217;ll pass a maze and end up at the left side of the room, looking at a chain. Pull the chain, and now be very quick: go left through the maze again to get to the right hand door, then move to the door which the chain opened. If you make it in time, you&#8217;ll end up at the left hand side of the room again, but near a different door. Open the door, then quickly step aside (the door will otherwise fall on your head), and go through the opening.</p>
<p>You are in the Brigand Leader&#8217;s office now, facing the Big Bad Guy. But wait a minute, doesn&#8217;t that look in the leader&#8217;s eyes remind you of something? Now is the time to use the dispel potion; and before your eyes the brigand leader will change into Elsa, the lost baron&#8217;s child. (She rather looks like a country maid; personally, I liked the brigand leader better.) Yorick, the leader&#8217;s guard, now comes in looking quite happy. Watch where he came from! That&#8217;s the secret way out! Elsa now will tell you that she&#8217;s leaving with Yorick, but she&#8217;ll offer you a mirror (you should know by now what it is useful for) and two healing potions. Take both, and leave before the brigands come in.</p>
<p>THE END OF THE GAME</p>
<p>Your quest is nearly finished now. There is one more bad creature you have to deal with: the Big Bad Baba. Go see her, and when she tries to turn you into a frog again, deal with her using a valuable magic object you now have.</p>
<p>Then you can go to the castle, where everyone&#8217;s waiting for you: the Hero.</p>
<p>SUGGESTIONS</p>
<p>The course of the game described above doesn&#8217;t get you the maximum points. E.g., there is the Wizard&#8217;s Castle, where you can get in to talk to the wizard (you can get valuable information there). When your magic is good, you can challenge him for a game of spells casting: if you succeed, he teaches you a new spell. Also, there is a bear cave with a big ugly bear chained to the cave wall. The lock of the chain cannot be opened using a picklock: it is a magic lock. I don&#8217;t know what happens when you free the bear. One more suggestion is to practice throwing your dagger at the target. Some local thugs come here too; if you hide in the bushes, you can overhear them exchanging valuable information. And then there is the &#8216;undead unguent&#8217;: quite expensive stuff you buy at the healer&#8217;s. It should protect you from the zombies at the graveyard during the night; but it didn&#8217;t work in my case (so I must have done something wrong).</p>
<p>by K. Kubat</p>
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		<item>
		<title>Dragonsphere Walkthrough</title>
		<link>http://www.gamexperts.com/pc/dragonsphere-walkthrough.php</link>
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		<pubDate>Sun, 20 Jun 1999 03:16:20 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[dragonshpere]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=591</guid>
		<description><![CDATA[Section One (Inside the Castle):
- King&#8217;s Bed Chamber Points: Open book on the nightstand. Interesting Things: None.
- Queen&#8217;s Bed Chamber Points: None. Interesting Things: Read diaries.
- Meeting Chamber Points: Look at bookshelf. Look at books
- lower bookshelf. Pull books. Pull tapestry on far right wall. As PID, shift into bear, attack MacMorn with sword, then [...]]]></description>
			<content:encoded><![CDATA[<p>Section One (Inside the Castle):<br />
- King&#8217;s Bed Chamber Points: Open book on the nightstand. Interesting Things: None.<br />
- Queen&#8217;s Bed Chamber Points: None. Interesting Things: Read diaries.<br />
- Meeting Chamber Points: Look at bookshelf. Look at books<br />
- lower bookshelf. Pull books. Pull tapestry on far right wall. As PID, shift into bear, attack MacMorn with sword, then invoke amulet. Interesting Things: None.<br />
- Ballroom Points: Take goblet, bone. Interesting Things: Talk to scullery maid several times( 5 or more).<br />
- Throne Room Points: Look at Dragonsphere. Interesting Things: be tough with MacMorn.<br />
- Council Chamber Points: Take sword, shieldstone. Interesting Things: Look at papers on table.<br />
- Waystation Points: Talk to Shapechanger. Talk to Soptus. Talk to Merchant, ask for fruit. Talk to Faerie. As PID, admit you&#8217;re a shapeshpchanger but you didn&#8217;t do anything. point out the Queen Mother&#8217;s evil, ASK &#8220;Is there anything I could give you to let me go?&#8221; Use Doll to heal guard captain.<br />
-Jump into well. Interesting Things: Talk to merchant again, just to chat. Jump down well as king.<br />
- Bottom of Well Points: Take rare coin(This side of river). Shift into seal. Gaze into crystal ball, invoke crystal. Take emerald.<br />
- Stair Trap Points: Put statue on stairs. Interesting Things: Walk off WITHOUT putting statue on stairs.<br />
-<br />
- Darkness Beast Points: Read parchment. Interesting Things: Walk by dog WITHOUT reading parchment.<br />
- King&#8217;s Chamber Points: Shift into bear, pull king. Give soul egg to king. Interesting Things: None.<br />
- Stairway Points: Push wall switch, wear crown( may have to do more than once). Interesting Things: None.</p>
<p>SECTION TWO (Slathan, land of shapeshifters)<br />
- Guard post and pool monster Points: Insist that you must get through and choose &#8220;can I offer something&#8221; Give any object. When you come back, talk to them before leaving Throw shieldstone at stone. Take tenacles. As PID, offer to give guards something and choose Soptus Soporfic ONLY. After you drink, use doll to heal yourself (Make sure that you visit the Hermit&#8217;s cave first.) Interesting Things: Wise off to guards. Ignore the pool monster and walk by. Try talking to various weird<br />
-looking rocks and trees.<br />
- Wise Shifter Points: Talk to wise shifter and get polystone. (If you do not get it, talk to him again). Interesting Things: Talk to the shifter again after getting doll, go in again as PID.<br />
- Green monster room Points: As the king, you cannot get by the monster. As PID, use the doll to heal the monster. Interesting Things: None.<br />
- Shifter Village Points: Talk to woman. Interesting Things: None.</p>
<p>SECTION THREE ( Brynn<br />
-Fann, Land of faeries)<br />
- Entrance to maze Points: Talk to faerie: Give a non<br />
-violent answers to each taunt (Good day, I seek, May your).<br />
- The maze Points: There is no &#8216;maze&#8217;<br />
-<br />
- it is a maze of questions. The fast method is to find Ralph when he is RED (Talk to Sprite until you find Ralph) Ask permission to cross. Cross after asking despite what he says. Interesting Things: Try crossing without permission. Ask the various sprites to tell you things and figure out the logic puzzle.<br />
- Butterfly King Points: Answers to quiz questions: Anyone, I don&#8217;t know, Trouble, Callash, I won&#8217;t like it. Answers to second part: DO NOT choose &#8220;hostile race&#8221;, &#8220;faeries&#8221;, &#8220;prejudiced&#8221;. Find the crystal flower and take it. As PID, open bottle of flies won from Caliph. Interesting Things: Try to take the crown without the flies.</p>
<p>SECTION FOUR (The Desert)<br />
- The trader in his lean<br />
-to Points: Talk to the trader. Answer first question NO, second question YES. He gives directions to the oasis in code. SHAB is north, FALLA is south, ECLIPTUS is west, POPO is and example<br />
- TILSHUM SHAB FALLA FALLA POPO ECLIPTUS equals<br />
- TRAVEL NORTH SOUTH SOUTH AND WEST Take a bone if you do not have one. Interesting Things: Answer yes to first question and follow these directions instead. Wander aimlessly around the desert.<br />
- Oasis Points: Talk to shaman and get yellow powerstone. As PID, talk to shaman and give them a spirit bundle. If you have used yours up on Llanie, you can make a new one<br />
-<br />
- Put feathers into bone and then put magic into the &#8216;partial bundle&#8217; with the vortex stone(object 26). Interesting Things: Talk to guard to get inside the tent. To go back home, head east out of oasis.<br />
- Tent interior Points: None. Interesting Things: If you are effusive in praise and not too eager to get down to business, you will get to see the belly<br />
-dance and will have to win fewer games to get prizes.<br />
- Gem Game Points: Play until you have won three prizes. As PID, come back and win two more prizes. Interesting Things: None.<br />
- Spirit Plane Points: None. Interesting Things: Walk off to the east.<br />
- Floating Disks Points: Get to the other side. Follow the path on the map, only mirror it. Interesting Things: Make a wrong jump.<br />
- Snakes Points: Use the shifter ring to turn into a snake and go across. Interesting Things: Cross without shifting.<br />
- Roc Points: Use vortex stone to take magic from grapes. Wait until the roc has eaten the grapes and they don&#8217;t reappear. Throw the dates (Won as a prize from Caliph). Get the soul egg. Put the black sphere(aquired in sorcerer&#8217;s tower) in the nest. Head off to the west. Interesting things: Try to take the soul egg without distracting the roc first.</p>
<p>SECTION FIVE (The Mountain)<br />
- Base of mountain Points: If you are nice, you get the amulet. If you don&#8217;t get it here, you get it later. Interesting Things: Talk to Llanie. If you balance nice and average answers(middle and bottom choices), she gives you a kiss.<br />
- Waterfall Points: Take the gold nugget( to the left of waterfall). Interesting Things: None.<br />
- Hermit&#8217;s cave Points: As PID, put spirit bundle on Llanie, then talk to Llanie and build poem. the poem: &#8220;Thou art a rose<br />
-<br />
- but no! For no rose as fair did ever grow in any land&#8221;. Then use the doll to heal Llanie. Interesting Things: Llanie gives you the amulet if you amulet if you don&#8217;t already have it, and the parchment.<br />
- The shak nest Points: Take feathers. Interesting Things: Use sword to carve up bird figurine. Make noise with birdcall. Talk to the shak, but don&#8217;t admit you&#8217;re king.<br />
- The monster Points: Use sword to attack monster. Interesting Things: Let time run out without using sword.<br />
- The shak by the waterfall Points: Take mud (the dark patch by the waterfall). Interesting Things: Try to get by the shak, Talk to him. As PID, come back here to go west.<br />
- Pillar jumping Points: Follow directions on the map to get to other side. Interesting Things: Jump to the wrong pillar.<br />
- The nest Points: Take the belt. Interesting Things: None.</p>
<p>SECTION SIX (The Tower)<br />
- The tower outside Points: Answer the vines: &#8220;red&#8221;, &#8220;leg&#8221;, and &#8220;beef stew&#8221; . Interesting Things: You have to go behind the tower to get by the tangle. Don&#8217;t answer the vines correctly.<br />
- The eye chamber Points: Throw mud at eye. Interesting Things: Try walking by.<br />
- Room of magic Points: Take music box. Take vortex stone(far right on the cabinet). Interesting Things: None.<br />
- Science room Points: Use vortex stone to take magic from rope. Take rope. Take flask, put flask on metal plate, turn petcock, take flask of acid. Open cage(bottom right corner), put dead rat in freezer, Take contents of freezer(The little window in the side of the freezer). Interesting Things: None.<br />
- The elevator, bottom and middle Points: None. Interesting Things: Push buttons to go up and down.<br />
- Top Points: Put ratsicle on doorframe. Put tentacles on doorframe. Interesting Things: Walk through the teleport door without taking it down.<br />
- Dungeon room Points: Take torch. Pour contents of flask of acid on floor. Tie rope to manacles (the ones near the hole). Use the go<br />
-arrow to go down the hole(but first you must place the torch, see below). Interesting Things: None.<br />
- The stone pedestal chamber Points: None. Interesting Things: Can&#8217;t come in here unless you have the torch. Try walking on the glowing blue floor.<br />
- Waterfall machine Points: Put teleportal in the window. Interesting Things: None.<br />
- Sorcerer&#8217;s room Points: During first pause, use polystone to mimic blue powerstone. During second phase, throw blue powerstone at circle of the spheres. After cut<br />
-scene<br />
-<br />
- take black sphere, map(upper middle wall), crystal ball and spirit bundle (in the chest). Interesting Things: See what happens if you don&#8217;t do it right.</p>
]]></content:encoded>
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		<title>Sexvixens from Outerspace Walkthrough</title>
		<link>http://www.gamexperts.com/pc/sexvixens-from-outerspace-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/sexvixens-from-outerspace-walkthrough.php#comments</comments>
		<pubDate>Wed, 02 Jun 1999 14:49:43 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[space vixens]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=672</guid>
		<description><![CDATA[This game was pretty easy and confusing to solve. You start out in a space ship with a computer names Sandie. When the game start your take off your clothes. You would then be transported to a Grav-car. Get your card, insert it, and go up two times (up with the arrow key). A robot [...]]]></description>
			<content:encoded><![CDATA[<p>This game was pretty easy and confusing to solve. You start out in a space ship with a computer names Sandie. When the game start your take off your clothes. You would then be transported to a Grav-car. Get your card, insert it, and go up two times (up with the arrow key). A robot should be there. Get the coin off the desk, get your card out, and give it to the robot. He will registar you. Go left, get your card, and insert it. It&#8217;ll take you to your room. Go right, get your coin out, and insert it in the machine. Go left and turn on the computer. Type in Lila.</p>
<p>She&#8217;ll then be coming to your room. Undress and have sex with her. Then ask her the question. She&#8217;ll answer and leave. Go left and down two (using arrow keys). Type up to go upstairs and proceed to the control room. Sit down (MAKE SURE YOU ARE SITTING), and type Blastoff. You should be at the Ferderated Planet One. Type Blastoff again and you should be at Space Station X. Get up and type airlock to teleport to the airlock. Open the airlock and enter. Type open airlock again to enter Space Station X. Go south and get capsaule and give it to the Commander. You&#8217;ll then be back on your ship. Goto the airlock again and enter Space Station X again. Go left and pick up an egg and pick up cherries. Go left and eat. Go back to your ship and goto the control room.</p>
<p>Sit down and blastoff. You should be at Mondo. Get up and go to the airlock. Open it and go through it. Go left twice. You should see a tribe of women surrounding you. Take off your shirt, and they&#8217;ll transport you to another place. You should be in a room with a girl named She-la. Lay down and have sex with her. Then ask her how to escape. She&#8217;ll get you in a lab. Go right and you should be at a control panel. Press the red button, then the green button, then the red again and then the green. Go left twice and guard will be seen. Type show and they will take you to their queen.</p>
<p>Lay down on the bed, and have sex with her. Type look and she&#8217;ll try to use the Sex-gun ray. It should self destruct and type run to the hanger. Ride on the sky-bike and you should be back at your ship. Type up and you should be in the control room. Sit down and blastoff. Then go in any direction. She-la will be on your ship and that&#8217;s THE END!</p>
]]></content:encoded>
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		<item>
		<title>I Have No Mouth And I Must Scream Walkthrough</title>
		<link>http://www.gamexperts.com/pc/i-have-no-mouth-and-i-must-scream-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/i-have-no-mouth-and-i-must-scream-walkthrough.php#comments</comments>
		<pubDate>Fri, 14 May 1999 16:46:05 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[I Have No Mouth And I Must Scream]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=888</guid>
		<description><![CDATA[Garrister:
Read the note and exit. Find two sheets in various rooms and tie them together. Find the gun (under the pillow). Get the fork and the knife from the kitchen. Scare the rats with the knife and take the bread (you may eat it). Use the fork on the engine. Push the lever near the [...]]]></description>
			<content:encoded><![CDATA[<p>Garrister:<br />
Read the note and exit. Find two sheets in various rooms and tie them together. Find the gun (under the pillow). Get the fork and the knife from the kitchen. Scare the rats with the knife and take the bread (you may eat it). Use the fork on the engine. Push the lever near the cages and get the bloody key (heh heh, neither this nor the bread are necessary, but hey, what the heck). Get the milk. Go upstairs, use the knife to get outside the baloon and tie the rope to the ring. Use the rope to get your heart. Cut the rope with the knife. Cut three airbags to land near the bar.</p>
<p>Get down through the hatchet. Enter the bar, visit every place, find the shovel near the trashcans. Get the whiskey and talk to Harry. When he gives you the hint about something in the toilet, go there. Take the magnifying glass from the urinal and get back to the Zeppelin. Check the debris in the room with poison. Hmmm&#8230; So that pig Harry was the murderer&#8230; Clean up your hands using the table cloth.</p>
<p>Talk to Harry again and you&#8217;ll get to know he only finished what Edna started. Kill the motherfucker with the knife. Talk to jackal and give him your heart. Piss three times to teleport to the freezer. Talk to Edna, promise her to help her, then talk until she drops a key. Stop talking to her and get the key. Tie Edna. Get back to jackal and offer him Harry&#8217;s heart. Get back to the ship and put Edna in what looks like the electric torture machine. Wow! Enter the locked room using Edna&#8217;s key and read the log book. Get back to your girl and give her the milk. Bury her near the trashcans (use the shovel).</p>
<p>Go back to Zeppelin and push the switch upstairs. Go to the navigation room and start up the machine. Get out and shoot Edna with the gun&#8230;</p>
<p>Ellen:<br />
Enter the pyramide and try to swallow the water. Go right and check all the monitors. Fix the wires. Push the switch on the monitor which displays the fountain, you&#8217;ll see the secret passage. Get back and push the electronic bricks to reveal the passage. Use it to go down. Go right. Get the yellow scarf and the forceps. Go right. Use the forceps to pull out the gem (you have to use the scarf first). Put the gem into the left server (go right). Get back to the room with the monitors and use the scarf you&#8217;ll be able to pass the Holy Grail animal guard. Fill the cup with water and drink it up. Do it again. And again. Use the filled cup on the console godguard and use the forceps to pull out the ROM chip. You can reprogramm the chip in the left server. Put the chip back into the guard and ask him for the access code. Use the filled Grail again and enter the code. The sarcophagus opens&#8230;</p>
<p>Use the sarcophagus then use the keyboard. Get through all the dates. When you face your past, fight! Examine the AM room (find the wires). Exit the place and launch the right server. Enter the date of the rape. Learn about the new topsecret translator. Go the the fountain and take the speaker. Use it on AM&#8217;s wires. Talk to the computer image and get back. From the place where the gem was you may take the CDROM now. Put the disk in the middle server and see the pyramide closing. Ask Anubis for help and enter the sarcophagus. Your adventure ends there&#8230;</p>
<p>Ben:<br />
Go take the fruit. Give it to the child. Get the fruit again and give it to the mother, she&#8217;ll pulverise it for you. Go to sleep. Go watch the mother being sacrificed, get back and pull the twine to get another fruit. Visit the elder then visit him again (he should be left). Steal the bag and show it to the boy. Tell him to hide and promise him you&#8217;ll prepare the friend for him. Go talk to the graves, say you&#8217;re sorry and show the bag. Hide it. Pull the wines to reveal the last grave, talk to it, then plant a fruit.</p>
<p>Take the wire from the wines in the cave with the cradle. Take the junk from around the altar. Get another fruit and try to give it to the food guard. Get the wood and put the fruit in one of the baskets. Give all three objects to the boy. Go to bed. When you wake up go to the altar. Offer yourself in the boy&#8217;s place. There you go&#8230;</p>
<p>Nimdok:<br />
Talk to everyone. Get inside the building and talk to everyone again. Check out the 1945 poster. Get the scalpel. Go to the recovery room and reveal the secret passage in the ven. Get the watch and that dentist&#8217;s tool&#8230; Read the records and open the oven. Exit and give all you can to the prisoner (talk to him). Enter the building again and take the ether. Use it on the patient. Get the jar. Exit the building the secret way. Talk to the prisoners and leave the place.</p>
<p>Read the message on the teletype. Enter the room with Golem and push the switch. You are able to find the mirror now. Examine it. Use the wall with screaming faces to finish your mission&#8230;</p>
<p>Ted:<br />
Enter the Dark Room. Push the monitor with the castle. BTW, this time your psych prifle gives you the real hints, not metaphors. Go to the room with bed and book. Read the diary. Go talk to Ellen. Find a piece of glass and the icon. Use the icon on the broken door then push the armour to block the entrance. Talk to the maid, sleep with her, then talk to her as long as she promises you something. Fix the oven and talk to the girl again. Exit the kitchen and listen to the shadows talking. Push one of the candles to reveal the secret passage, enter it and talk to the witch.</p>
<p>Go to the room with occult books and read all them, especially the one with the speel. Learn it, get back to the witch and put a spell on her. Pick up the chalk and finish the circle. Ask the demon to open the door to the locked maid&#8217;s room (you can give him some of your blood, on the broken glass). Talk to Ellen again, you should meet the devil there. Go to the opened room and look at the tapestry. Go back to the devil and talk to him again, he&#8217;ll admit he took the mirror and give you a hint. Go to the library and read Dante&#8217;s &#8216;Divine Comedy&#8217; to find the mirror. Give it to Ellen. Show the mirror to the devil and he&#8217;ll jump into it. Break the mirror in the demon circle and ask the big mutha to open the passage to the surface world&#8230;</p>
<p>The End:<br />
There&#8217;s a lot to do here and I&#8217;ve heard there is a possibility to finish the game using other characters than Nimdok, and for a sure there are at least three possible solutions, but I&#8217;ll tell you only the shortest one.</p>
<p>Choose Nimdok, start the computer and enter 1945. Turn the bridge on. Cross the bridge and use the Summoning. Talk to the demon, don&#8217;t let him use the Enthropy, just the next metaphor. Talk to Chinese and Russian computers. Go to your Ego and wake it up. Talk to it and as soon as you get the option to walk away, do it. Use the Compassion on the Ego (I&#8217;m not sure about this, but in general you have to meet Ego, Id and Superego and use things like Clarity and stuff on them to destroy them). Go back to the demons, talk a bit and use the Enthropy.</p>
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		<title>Zork 2: The Wizard of Frobozz Walkthrough</title>
		<link>http://www.gamexperts.com/pc/zork-2-the-wizard-of-frobozz-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/zork-2-the-wizard-of-frobozz-walkthrough.php#comments</comments>
		<pubDate>Thu, 25 Feb 1999 01:17:59 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=278</guid>
		<description><![CDATA[Note: the wizard may appear once and a while and cast a spell on you, don&#8217;t worry. The spell will wear off after a while. If you can&#8217;t do anything else, just wait it out. It would be wise to save the game periodically, as a precaution in in case you make a mistake.
&#8220;Take all&#8221;, [...]]]></description>
			<content:encoded><![CDATA[<p>Note: the wizard may appear once and a while and cast a spell on you, don&#8217;t worry. The spell will wear off after a while. If you can&#8217;t do anything else, just wait it out. It would be wise to save the game periodically, as a precaution in in case you make a mistake.</p>
<p>&#8220;Take all&#8221;, [s,s,s,sw,s], &#8220;light lamp&#8221;, [se], &#8220;enter gazebo&#8221;, &#8220;take teapot&#8221;, &#8220;exit&#8221;, [n,ne], &#8220;fill teapot&#8221;, [s,se], [s,s,w]</p>
<p>-&gt; you are now in the carousel room. Because of its rapid spinning, you are disoriented in direction. You are trying to get to the riddle room which lies to the se, but you might end up somewhere else. Just make your way back to the carousel room and keep trying until you get there. When you get to the riddle room, you will need to solve the riddle before you can get to the pearl room. Just say &#8220;a well&#8221;, which is the answer to the riddle.</p>
<p>[East], &#8220;take pearls&#8221;, [east], &#8220;get into bucket&#8221;, &#8220;pour water&#8221;, &#8220;get out&#8221;, [east], &#8220;take red, blue, and green cakes&#8221;, &#8220;eat green cake&#8221;, [east], &#8220;throw red cake into pool&#8221;, &#8220;take candy&#8221;, [west], &#8220;eat blue cake&#8221;, [nw]</p>
<p>-&gt; instructions on operating the robot can be found in the same room as the robot is. Do the following:</p>
<p>tell robot &#8220;go east&#8221; then go [east] yourself tell robot &#8220;push triangle&#8221; tell robot &#8220;go south&#8221; then go [south] and &#8220;take sphere&#8221; tell robot &#8220;lift cage&#8221; then &#8220;take sphere&#8221; and go [n,w]</p>
<p>-&gt; in the low room, your compass will be quite unreliable, so just do what you did in the carousel room, except this time you&#8217;re trying to get se to the tea room.</p>
<p>[West], &#8220;get into bucket&#8221;, &#8220;fill teapot&#8221;, &#8220;get out&#8221;, &#8220;drop teapot&#8221;, [w], [w,nw], &#8220;open box&#8221;, &#8220;take violin&#8221;, [e], [n,n], &#8220;enter gazebo&#8221;, &#8220;drop all but lamp and sword&#8221;, &#8220;take mat and opener&#8221;, &#8220;exit&#8221;, [s,s,w,n], &#8220;take brick&#8221;, [n,n], [up], &#8220;put mat under door&#8221;, &#8220;open lid&#8221;, &#8220;put opener in hole&#8221;, &#8220;take mat&#8221;, &#8220;take key&#8221;, &#8220;take opener&#8221;, &#8220;unlock door with key&#8221;, &#8220;open door&#8221;, [north], &#8220;take sphere&#8221;, [s,down,s,s,s,e,n,n], &#8220;enter gazebo&#8221;, &#8220;drop all but lamp, sword, and brick&#8221;, &#8220;take newspaper and matches&#8221;, &#8220;exit&#8221;, [s,s,w,sw], &#8220;take string&#8221;, [n], [down,e,n,n], &#8220;attack dragon&#8221;, [south], &#8220;attack dragon&#8221;, [south], &#8220;attack dragon&#8221;, [w,w], &#8220;take ruby&#8221;, [south], &#8220;get into basket&#8221;, &#8220;open recepticle&#8221;, &#8220;put paper in receptical&#8221;, &#8220;light match&#8221;, &#8220;light paper with match&#8221;, &#8220;wait&#8221;, &#8220;wait&#8221;, [west], &#8220;tie wire to hook&#8221;, &#8220;get out&#8221;, &#8220;take coin&#8221;, [south], &#8220;open purple book&#8221;, &#8220;take stamp&#8221;, [n], &#8220;get into basket&#8221;, &#8220;untie wire&#8221;, &#8220;wait&#8221;, &#8220;wait&#8221;, &#8220;wait&#8221;, &#8220;wait&#8221;, [west], &#8220;tie wire to hook&#8221;, &#8220;get out&#8221;, [south], &#8220;put string on brick&#8221;, &#8220;put brick in hole&#8221;, &#8220;light match&#8221;, &#8220;light string with match&#8221;, [n,s], &#8220;take crown&#8221;, [n], &#8220;get into basket&#8221;, &#8220;untie wire&#8221;, &#8220;close receptical&#8221;, &#8220;wait&#8221;</p>
<p>-&gt; keep waiting until the basket reaches the volcano bottom.</p>
<p>&#8220;Get out&#8221;, [n,e,e,se,e,n,n], &#8220;enter gazebo&#8221;, &#8220;drop all but lamp&#8221;, &#8220;exit&#8221;, [s,w,sw,n,n,n,w,n,n], &#8220;take chest&#8221;, &#8220;kiss princess&#8221;, [s,s,s,se,e,n,n], &#8220;enter gazebo&#8221;, &#8220;wait&#8221;</p>
<p>-&gt; keep waiting until the princess gives you the gold key from the unicorn.</p>
<p>&#8220;Open chest&#8221;, &#8220;again&#8221;, &#8220;take dragon&#8221;, &#8220;drop chest and rose&#8221;, &#8220;take candy, red sphere, blue sphere, and pearls&#8221;, &#8220;exit&#8221;, [s,s,w,s,s,down,s], &#8220;take club&#8221;, [se,ne,nw,sw,s,up,n,n,sw,sw], &#8220;feed lizard candy&#8221;, &#8220;unlock door with gold key&#8221;, &#8220;open door&#8221;, [s,w], &#8220;drop all but lamp&#8221;, [e,n,n,ne,n,n,n,w,n,w], [w,ne,e,s], &#8220;take portrait&#8221;, [north], &#8220;enter light&#8221;, &#8220;enter south wall&#8221;, &#8220;enter light&#8221;, &#8220;take bills&#8221;, &#8220;kill&#8221;, [w,w,w], &#8220;take lamp&#8221;, [s,s,s,sw,s,se], &#8220;enter gazebo&#8221;, &#8220;take violin, ruby, coin, stamp, and crown&#8221;, &#8220;exit&#8221;, [s,s], [w,sw,sw,s,w], &#8220;drop all but lamp&#8221;, &#8220;take club&#8221;, [west], &#8220;throw club at glass&#8221;, &#8220;take white sphere&#8221;, [east], &#8220;put white sphere on diamond stand&#8221;, &#8220;put red sphere on ruby stand&#8221;, &#8220;put blue sphere on sapphire stand&#8221;, &#8220;take black sphere&#8221;, [south], &#8220;put sphere in circle&#8221;, [north], &#8220;take ruby, coin, stamp, and violin&#8221;, [south], &#8220;give all but lamp to demon&#8221;, [north], &#8220;take all&#8221;, [south], &#8220;give all but lamp to demon&#8221;</p>
<p>-&gt; now, tell demon &#8220;give me wand&#8221;. Guess what?</p>
<p>&#8220;take wand&#8221;, [n,e,n,n,ne,s], &#8220;point wand at menhir&#8221;</p>
<p>-&gt; now, say &#8220;float&#8221;. Feels great, doesn&#8217;t it?</p>
<p>[southwest], &#8220;take collar&#8221;, [ne,s,d,d], &#8220;put collar on dog&#8221;, [e], &#8220;open door&#8221;, [south], &#8220;turn off lamp&#8221;, &#8220;open secret door&#8221;, [south]</p>
<p>-&gt; congratulations!! you have solved zork ii, with a little help. Onward to zork iii, the dungeon master!!d zork ii, with a little help. Onward to zork iii, the dungeon master!!</p>
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		<title>Bioforge Walkthrough</title>
		<link>http://www.gamexperts.com/pc/bioforge-walkthrough.php</link>
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		<pubDate>Sat, 23 Jan 1999 15:16:59 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[bioforge]]></category>
		<category><![CDATA[first person shooter]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=415</guid>
		<description><![CDATA[General tips: 
* Alternate two hand-to-hand attacks for best results. I like Alt-7, Alt-9 or Alt-7, Ctrl-7.
* Some enemies in the game cannot be defeated by blasters, but can be defeated in hand-to-hand. A few special enemies cannot be killed by normal weapons at all, but must instead be disposed of by special means.
* If [...]]]></description>
			<content:encoded><![CDATA[<p><strong>General tips: </strong></p>
<p>* Alternate two hand-to-hand attacks for best results. I like Alt-7, Alt-9 or Alt-7, Ctrl-7.</p>
<p>* Some enemies in the game cannot be defeated by blasters, but can be defeated in hand-to-hand. A few special enemies cannot be killed by normal weapons at all, but must instead be disposed of by special means.</p>
<p>* If it looks like you should be able to climb into or onto something, keep trying (walk forward, don&#8217;t run) and eventually you&#8217;ll hit the right pixel. (Except for the tunnel in the dig, which is sealed &#8217;till you open it.)</p>
<p>* If you see something that looks like a monitor, it probably is. Try to use it.</p>
<p><strong>PLOT SPOILERS BELOW! </strong></p>
<p>Sorry about all the page breaks, but this is too short an adventure to spoil unnecessarily. I&#8217;ve broken up important puzzles into multiple pieces, so if you think I&#8217;m being too cryptic, hit the space bar.</p>
<p><strong>1. Get out of your detention cell. </strong><br />
Read the walkthrough at the back of the playguide.</p>
<p><strong>2. Get out of the cellblock. </strong><br />
Use the fork on the electrical panel. It&#8217;s in Mr. Blue&#8217;s room.<br />
(Go ahead and fight him.)</p>
<p><strong><br />
3. Get out of the guardroom. </strong><br />
Use the guardroom wall monitors to deactivate cell doors.<br />
Read Dane&#8217;s logbook (in the cell across from yours) for a security code. Press the red button on the guardroom wall. Use the guardroom desk monitor to move the nursebot; have it pick up Cayman&#8217;s severed arm and move it over to the palm reader by the door. Now use the other desk monitor to reactivate Cayman&#8217;s palm&#8217;s clearance. Stand on the plate by the palm reader to open the door.</p>
<p><strong>4. Evade the robot. </strong><br />
It&#8217;s a dumb robot. Just sidestep instead of moving forward and<br />
you can go right by it into the cryochamber. Later you&#8217;ll blow it up from cover.</p>
<p><strong><br />
5. Explore the lower tunnel. </strong><br />
You need to lure the growling beast in the tunnel beneath the<br />
hatch so you can freeze it. To do that, you need to send someone else down the tunnel. The cyberraptor in Chamber 1 will do nicely.</p>
<p>Drain some cryofluid to wake him up. Go check on his stats in the monitor. Knock him out with kicks and mid punches. Make sure the hatch is closed. When he wakes up, wait for him to come near the hatch, then knock him out so he collapses on top of it. Now open it, drop him through, wait for the fighting to start, and freeze &#8216;em both with cryofluid. Go through and check out the right branch.</p>
<p><strong>6. Prevent those dropships full of marines from arriving.</strong> Take the elevator up to level 1. You can take out the probes by<br />
shooting from behind the cover of the elevator door. Rough up the guard and he&#8217;ll rev up the AA gun for you. Blow up both dropships. (save, attempt, fail, restore, attempt again&#8230;)</p>
<p><strong>7. Explore level three. </strong><br />
Go to level three. Take out the mecho from cover. I recommend you<br />
cache your blaster somewhere else now. Open the door on the left. Enjoy. Pick up a healing device, and (optional) a battery from Dane. Check out the monitor. Now go to the far room (retrieve your blaster first, if you cached it); defeat the marine; read his logbook and the wall monitors. Get yourself encased in an envirosuit by the machine here. In one corner of this room you&#8217;ll find the Icarus monitors &#8212; use them to descend to the hangar. Get a bigger battery from the nose of the Icarus and drop your old one here &#8212; you&#8217;ll need it later. Get the alien cube from the floor.</p>
<p><strong>8. Stabilize the reactor. </strong><br />
The reactor guardbot only fires on humanoids. Anything else would<br />
find it a real pushover.</p>
<p>Use the forklift bot from the room at the end of the hall to<br />
dispose of the reactor guardbot. (There&#8217;s a forklift control monitor in that room). Now you can enter the reactor (wearing your envirosuit).</p>
<p>You can&#8217;t defeat the alien in combat. You do need to get rid of<br />
it before you can finish your job, though.</p>
<p>Go pull one of the two pylon levers down. Now that the alien is<br />
after you, run back to the landing and knock the bridge out from under it. Now go back, pull the other pylon lver down and punch in the code you got from the control room&#8217;s wall monitor to activate the power-down button on the reactor monitor.</p>
<p><strong>9. Explore the outside. </strong><br />
The security bot is slow, so fire, run in a circle, fire, run in<br />
a circle and you&#8217;ll be able to beat it.</p>
<p>The airlock code you&#8217;re looking for is in the logbook of the Marine back in the level three control room. You are wearing your envirosuit, right?</p>
<p>&#8220;Positive O-Ring&#8221; = all lighted except the center.</p>
<p>Take the elevator down to the catwalk. Run past the droids &#8212; you&#8217;re too fast to track as long as you keep moving.</p>
<p>To make headway here, you need the right object and the right place. The object should be obvious. The place is the stone blocks just below the first turn in the catwalk, not the much larger collection further on.</p>
<p>Use the alien cube to move across the stone blocks, arriving at the wreck.</p>
<p>Hang around in the dropship for a little bit&#8230;</p>
<p>&#8230; and use the device from the marine you punched out (not shot) to access the dropship missiles.</p>
<p>Get Big&#8217;n'Ugly&#8217;s attention. When he goes over to<br />
check it out, give him a second dose.</p>
<p>Using the missile lying on the beach yields a bomb. Have you found any obstacles you&#8217;d like to blow up?</p>
<p>The bomb will burst open the sealed door on the catwalk if you drop it right next to the door. You have to go by the route the alien beast was guarding, since you can&#8217;t get back the way you came. Yes, it can be done.</p>
<p><strong>10. Explore the dig. </strong><br />
Kill the small, floating alien. Do something nice for Escher.</p>
<p>Use a healing device on her! Now go check out the writing on three<br />
walls of the Big Sphere Room reached from the large group of stone blocks. Come back to the dig when you&#8217;re done, and check out the other room.</p>
<p>You can&#8217;t kill the alien, but if you beat it up it will run off and<br />
do something interesting when you pursue it.</p>
<p>Now pry open that cracked sarcophagus door and solve a small<br />
puzzle to get a device to let you do what that alien did. With the device in hand, use the tunnel&#8230;</p>
<p><strong>11. Explore the Phyxx caverns. </strong><br />
The central column monitor activates the tubes. Which tube is<br />
determined by the sign in the center of the monitor (match it to the sign by the tube).</p>
<p>For now, hit the left, right, and bottom tiles in the monitor to activate the one really useful tube at this point.</p>
<p>Use your gun to give you momentum to put you through the other side of the zero-gravity chamber.</p>
<p>Another no-guns fight. Read the writing on the pillars before you head over to meet him. And watch your step!</p>
<p>Use his toy to get through the force field at the far end of the room.</p>
<p>Go ahead, solve the puzzle on the monitor. What? You want a solution? Well, try:</p>
<p>Green-Red-Blue-Red-Green-Red-Blue-Green-Blue-Green-Orange-Yellow -Violet-Yellow-Orange-Blue-Yellow-Green-Yellow.</p>
<p>After that amusing conversation, go back to the central tube chamber and activate the other two lower tubes. Now use the control device by the blinking tube. Have fun and eliminate your opposition from afar. (The same method won&#8217;t work twice, though, so you&#8217;ll need to do a different, obvious thing to dispatch the second.)</p>
<p>Raise the sphere. Lower it to crush one marine. Raise the sphere again. Drop your gun, run over and grab the grenade and throw (&#8220;fire&#8221;) it back up the tube.</p>
<p>Now go into the remaining tube to fix the gravity ring.</p>
<p>Step on the plates to rotate the highlighted segments into a single line. Watch out for asteroids.</p>
<p><strong>12. Escape. </strong><br />
Make sure your shield is on, then take the Big Sphere Room tube up<br />
to the surface; head for the Icarus.</p>
<p>The Marine&#8217;s logbook has the information you need to get in the door.</p>
<p>The battery Gen gave you will activate the Icarus if it&#8217;s still three-fourths full. Pick up your old one and use it on yourself to swap out Gen&#8217;s battery, then step over to the nose of the Icarus. Insert Gen&#8217;s battery and enjoy.</p>
]]></content:encoded>
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		<title>Eye of the Beholder 3 Cheats</title>
		<link>http://www.gamexperts.com/pc/eye-of-the-beholder-3-cheats.php</link>
		<comments>http://www.gamexperts.com/pc/eye-of-the-beholder-3-cheats.php#comments</comments>
		<pubDate>Sun, 10 Jan 1999 20:02:36 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Cheats]]></category>
		<category><![CDATA[abandonware]]></category>
		<category><![CDATA[cheats]]></category>
		<category><![CDATA[Eye of the Beholder 3]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=171</guid>
		<description><![CDATA[Before you start the game type in at the prompt:
set aesop_diag=1
Now you have the following possibilities in the game:
Key Effect
[A] Kill all monsters
[T] Activate the text mode
[I] No-clipping-mode
[O] New items
]]></description>
			<content:encoded><![CDATA[<p><strong>Before you start the game type in at the prompt:</strong><br />
set aesop_diag=1<br />
<strong>Now you have the following possibilities in the game:</strong></p>
<p>Key Effect</p>
<p>[A] Kill all monsters<br />
[T] Activate the text mode<br />
[I] No-clipping-mode<br />
[O] New items</p>
]]></content:encoded>
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