Atlantis 2: Beyond Atlantis FAQ Atlantis 2: Beyond Atlantis Hint Atlantis 2: Beyond Atlantis Hint #2 Atlantis 2: Beyond Atlantis Solution #2 Atlantis 2: Beyond Atlantis Solution #3 Atlantis 2: Beyond Atlantis Solution #4

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FAQ for Atlantis 2: Beyond Atlantis


Beyond Atlantis FAQ/Walkthrough V 1.1

This FAQ/Walkthrough is copyrighted to me, Otoniel Fernandez. If you want to
use it on your site ask me first, you will find that I am very agreeable. All
questions, comments, correction, criticism, and salutations are welcomed. All
emails will be answered promptly provided that they are to the topic and
non-offensive. My Email address is magicuser590@yahoo.com

Table of Contents
 *Updates
 *Introduction
 *Game Play Information
 *Chapters
   *The Beginning
   *Ireland
   *China
   *Maya
   *Shambhala
 *Puzzle Solutions
 *Gaming Hints
 *Farewells

UPDATES:
 3/13/01
Created the first version of this walkthrough

6/9/01
Just checking in and fixing one very ugly mistake I made in the walkthrough for
ireland. I am still working on the other areas so please be kind and patient. I
want to appologize to the many people that sent me email asking for help and
got nowhere but somwhere along the line the email I provided dropped a
character and gave you one of my other email addresses that I never check. You
have the right address now at the top and heck I will put it here again
magicuser590@yahoo.com


INTRODUCTION:

Beyond Atlantis is a wonderful game following in the tradition of the
Mist/Riven series. It has a wonderful interface, easy to handle game play,
challenging puzzles that are guaranteed to stump you and a marvelous story line
that will keep you wondering what will happen next. This game is a long and
splendid way to kill a weekend ;)

GAMEPLAY INFORMATION:

 Beyond Atlantis offers a very easy to understand method of game play. You will
use only your mouse (unless you are saving) to do everything within the game.
The mouse shape changes when special actions are needed. Here is what the
pointers mean:

 A solid arrow means that you can move ahead/backwards.
 A simple white "+" means that you cant interact with the object/person.
 A simple green "+" means that there is something special needed before you can
interact with the object/person
 Two revolving arrows around the "+" means that you can talk to the person.
 Four spiraling half arrows towards the "+" means that the object can be
interacted with (pick up, use)
 A solid arrow with a red "+" means you have found the exit.
**NOTE** Sometimes the cursor will change and there's nothing you can do with
it, keep that in mind.

 Saving, loading and options can be found by hitting you Esc key. By moving
your pointer to the different icons you can find out what each will do. It's
self-explanatory so I won't waste time with it here.

CHAPTERS:

 The whole purpose of the game is to "travel" to different places and clearing
that particular chapter. You will find yourself in exotic lands and places for
you to explore. Each land needs you to travel into the body of one character
and solve a problem pertinent to that land. Its really quite simple, posses
someone, do what you need to do, get out.

 Once you travel into one of the lands, you can always come back to the ship if
you need to. You have no health so you will not need to recharge.

 I will write this walkthrough in the order in which I beat the game. I will
devote a separate section to each land so that if you want to beat the game in
a different order you can refer to that section of this FAQ. Also, I will
devote a separate section to the solutions of the puzzles so that I wont ruin
it for you. If you are stuck, refer to that section and all the solutions will
be there. That being said, on to the game!
NOTE: Point of return refers to where you should click to go back to the boat.

THE BEGINING


 After the movie (and there are quite a few) click on the ship. You will be
taken to right outside it. Click on the ladder and you will find yourself on
the deck. Look to your left and click on the staircase going below the deck. In
this screen turn immediately to your right and you will see a triangular stone,
this is a piece of the road, click on it to pick it up and right click on it to
put it in your inventory. Go through the door on the left. Once you go in, you
will have a sequence with the old guy. After he talks to you, click on him and
a few options will appear. Make sure to talk to him about everything and get
the crystal from him (put it in your inventory). After you are done, go one
screen further into the ship. Towards your left and on the floor there is
another piece of the road, grab it and go one screen further in. Note the green
chamber in front of you. Before you examine it, towards your right and
underneath the hammock, there is the third piece of the road, after you grab it
go look at the chamber.

 In the green map on the wall, you will need to put pieces of the road to go to
that place. Look in your inventory and choose one of the stones. With the stone
selected start moving it around and you will see the cursor change. By trial
and error you will find where the piece you are holding fits. If you chose the
first stone you got, it will take you to Ireland. Place the stone on the
inner-bottom left of the map. You may need to move it around a bit before
finding the right place. Once you do, sit back and watch the movie.

IRELAND:

 Point of Return: The weeping virgin.

 When the movie is over, you are brother Felim. The Brother Liam (the old
priest) will come in and talk to you. You will hear a scream from outside and
Liam will ask you to go check on Brother Felim. Get out of the chair by
clicking slightly left of Liam and out the temple. Notice the altar and the
wall hanging on your way out. Before stepping outside, you will be in a small
room and you will be able to hear water running) turn to the right and you will
see a weeping head. Make note of that as well. Go out and find brother Finbar.
Talk to him (and get a good laugh) and return to Liam.

Talk to him and learn everything you can from him. And sit back down on your
chair. Look above the book you were illustrating and you will see a cup with
pens and brusher, grab one and stick it in your inventory. You can now click on
the picture in the book and you will be looking at it really closely. Select
the pen you just got and click right on the middle of the picture. You will be
taken into the book.

IN THE BOOK:

 Look around and explore. Once you find a blue guy with a tray in hand talk to
him and learn everything you can from him. Find the king and you will learn of
his sword. You now need to exit the book. If you stand right in from of Dian,
look towards the right and you will see the word "Exit" written on the wall. Go
to it and exit the book.

 Go back, and hover again over the picture. Select your pen, but this time
click close to the king and you will draw his sword. Go back into the book and
talk to the king again. Pick up the sword put it in your inventory and exit the
book.

BACK INTO IRELAND:

You will notice that Liam is gone now. You can find him if you go outside and
go towards the far right. There's a well and chickens there. The room where the
priest's sleep are here. Go to the leftmost alcove and inside there's an urn or
vase. Pick it up and put it in your inventory.

If you explore well, you will find the mound where the skull of Aillil is.
Notice that the skull is broken, so you must take it upon yourself to find all
the pieces and put him together again.

Once you find all the skull pieces, talk to him, he wont say much, but you get
the clue that he needs something "What can I do to help you talk?" I think is
the phrasing.  Remember the weeping head? Remember the pot thing you got in one
of the sleeping quarters? There you go!

After you give Aillil a drink of water, you may talk to him. Hmmm, where is
that knife?

Now that you have talked with Aillil, go back to Liam and talk to him. In one
conversation he will give you a key. If you look on the floor and to the right
you will see a chest. Use the key to get at the contents inside, one knife and
Vellum. Put everything in your inventory and take the knife back to Aillil.

After you speak with him, he gives you the clue about trees. Go back to Liam
and ask him about trees. He tells you that he has always been partial to trees.
If you picked up the Vellum along with the knife then while with the priest,
select it and click on the pictures of the trees. He will say something about
it. After you are done, go back to the entrance of the temple but don't go in
it. Head towards the left most path (Right if you are staring at the entrance)
and you will be at the other side of the temple. There are carvings on the wall
here. A Vertical line with many smaller horizontal ones. On the bottom right is
a swirly circle thing.

For these puzzle you need to figure out what symbol from which tree to carve.
Start off by erasing all of the lines. When you figure it out (seep puzzle
solutions if you need to) click on the circle thing with the knife. If you
carved correctly, the wall in front of you will drop. Inside the indentation is
the stick. You will need this in a moment.

Along the way, talk to Aillil again and he will tell you about a horse. Well,
if you explored the island (like I suggested) then you would have seen a stone
with carvings in it. The same stone on one side has a Celtic cross on the other
the horse. After you set him free, you need to catch him. The first time
through, watch what path he chooses to run. What you will need to do is not
follow him, but on the way back you need to get in his way so that he doesn't
jump back into the stone. The way to block him is freeing him, then go one
screen to the right and turn immediately let then go two screens, you would
have passed Aillil's mound on the way. When you block him, he will stand there,
he won't move so pick him up and put him in your inventory.

Take the horse to the riverbank. There's one spot where you can click on the
water. Select your horse and click there. After the movie, click on him to ride
over to the Island. You will see an amazing movie again (I love movies ;))

*NOTE* you can find the first crystal journey in this island. Refer to my
crystal location guide for further detail.

Once in the island look around until you see a guy up in a tree. This is
Fintan, the Birdman. He wont talks to you until you can figure out what bird
call he is using. To beat him, all you have to do is listen to the chirp
carefully. 5 little windows will pop up next to him. Drag your mouse over the
pictures but DON'T CLICK! When you drag the mouse over them you will hear bird
calls. Match his birdcalls to the options and when you get it right Fintan will
talk to you normally.

Make sure you talk to him about everything. He will give you the divining rod
when you ask him about the glass tower. Select the divining rod and walk to the
middle of the middle area. Near the wall. The divining rod will let you know if
you are getting close. Move it over the ground carefully and slowly and your
pointer will let you know when you have found it. It's near the brick wall.
After you use the rod, a well will appear. Dive down into it. You will see the
glass tower, but a big monster snake guards it. You wont be able to pick it up
yet though so just remember where it is for later.

Return to Fintan and talk to him again, learn all you can.

Go back into the book and talk to Dian about his daughter. After that go back
to Aillil and talk to him about Airimid and Fintan. Unfortunately the only
person who can help you is inside the book, but she's a statue.

Like you already know, Dian's daughter was turned into a statue because of
Fintan. The goddess Aine turned her into a statue because Fintan used Airimid
as a muse after he had wooed the goddess. You are going to have to find a way
to get Airimid back to normal.

Go see Liam, and ask him about the sun (the ball of light picture) and he will
give you Brigid' cross. Go back into the church. You need to summon Aine to
talk to her and the way to do this is by placing brigid's cross on the wall
hanging. Get it.you need to set the sun spinning in the sky. Place Brigid's
cross slightly to the right of what appears to be a clock tower. You will know
when you do it right.

Turn around and speak to the goddess (kind of cute isn't she). Talk to her
about everything you can (JUST DONT ASK ABOUT FINTAN!). Once she tells you that
Airimid is back to normal go into the book again.

IN THE BOOK:

Go by Dian, you will meet Arimid. Once she is done talking, talk to her again
and learn all you can. She will tell you that she needs her Salmon. Go back out
of the book and draw the fish on Airmid. Like last time, go back into the book
and talk to Airimid about the snake in the well once again. She will give you a
talisman to use. All right, lets go back to the island via out new pony.

BACK IN IRELAND:

Once in the Island, go into the well again and go as deep as you can. When you
get there go into your inventory and select the amulet and use it on the snake.
You will attack the snake and get the glass tower.

Return to the book. You are now like five minutes away from ending this
chapter. YAY!

IN THE BOOK:

Speak with Dian about the glass tower; give it to him when he asks. After the
conversation use Nuada's Sword to break it. Talk the hand and give it to the
king. He will ask for his sword. Watch as he defeats the big, ugly oaf. You are
no longer able to speak with anyone. Go back out of the book and run outside
the temple. You are done!

Watch the movie and notice that Brother Liam gets a piece of the road out of
the Fomorach armor thing (Looks like a diaper lol). Watch the rest of the movie
and listen to the awesome music. Pat yourself on the back. Ireland is done.


CHINA:
Coming soon

MAYA:
Coming next update

SHAMBHALA:

Coming next update

PUZZLE SOLUTIONS:

I did not want to give away the solutions before you had a chance to do it
yourself so all the solutions will be in this section. I will categorize
everything by region so I will have all the solutions for Ireland in this
version and will add as I go along.


IRELAND:

 Where are all the skull Pieces?
   1. Find a fork in the garden of the temple (behind Brother Finbar) and go
into the back yard (By the well and the chickens). Climb the ladder and use the
fork on the skull piece on top of the 2X4.
   2. After disturbing a fox, you will hear chicken cackling. Go to the well
and look behind the chicken hanging out there. It's close to the well.
   3.Between the rocks by the sheep on the riverbank.
   4.On the second rightmost beehive.
   5.In one of the bookshelves in the temple. It's to the left of the wall
hanging.

 WHAT TO DO WITH THE CARVINGS ON THE CHURCH WALL?

 The answer to which trees you need is Oak and Elderberry. You need to carve
this:

   -|
   -|
    |
    \
    \
    \
    \
    \
    |
    |
    |
 By clicking to the left or right of the lines (just not on them) they will
rearrange into three different patterns. Chose the one above after carving the
lines in their appropriate place.

 HOW DO I FREE THE HORSE?

 Remember the stick you got for the above puzzle? Use that stick on the stone
with the carving on the horse.

 WHAT ARE THE BIRDCALLS TO CHOOSE?

 In each game the calls are different. There isn't a set one.

GAMING TIPS:

As of now, there are none. Hopefully I will get emails with them.

FAREWELLS:

 First, I would like to apologize for this walkthrough not being complete. I
don't have too much time, but I will continue to update it as much as I can.
Email me if you need help on the parts of the game that I have not covered, I
have beaten the game and will be able to help you, and the walkthrough will be
completed shortly.

Email me with complaints, questions, hints, and everything else about this walk
through and the game. All emails will be answered provided they are for the
game and non-offensive. If you make any sort of contribution a credits section
will be added to this FAQ with your name on it. Happy gaming and I hope you
enjoy.



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Hint for Atlantis 2: Beyond Atlantis


Beyond Atlantis - The Rainbow Bridge Solution

 This FAQ is copyrighted to me, Otoniel Fernndez, if you want to use it on your
site, ask me first, you will find that I am very Agreeable. All Comments,
questions, corrections, critisism, and what nots  are welcomed and all emails
will be answered provided that they are non offensive and stick to the topic.
My Email is magicuser590@yahoo.com.

INTRODUCTION

 Once you are in Maya, there will come a time when you are going to be sent to
xibalba, the Mayan concept for the afterlife. At first there is no where to go,
but you will talk to the cute bat god (I find him adorable) and he will tell
you about the rainbow bridge. You will quickly find out that you need to
reasemble the rainbow bridge. Not an easy task. You can't continue untill you
solve the puzzle, and the puzzle takes WAYYYY too much time to solve. Luckily,
You will have this guide to help you. I spent about three hours trying to solve
this puzzle. Hopefully you will have an easier time in doing so. Now, on to the
Rainbow Bridge

THE RAINBOW BRIDGE

 The point of this puzzle is to re-arrange the road so that the little guy
running across it can get to the other side. You can pick up the square pieces
and by left clicking, you can also rotate them. Remember this. On the edge of 7
squares, there is a tiny color dot, Find them! They are your best Friends! On
one square however there is no dot. You will need to place the 8 squares in a
certain order to complete this puzzle. When you have the road assembled, click
on the little guy on the lower corner and he will start to run across the
field. If you arranged the squares right, he will follow through to the other
end, if not then he will stop and go back to the begining.

SO WHAT IS THE SOLUTION?

 Well, here goes:

 Think of the road as a grid

 ----------------------------------
|          |            |          |
|          |            |          |
|          |            |          |
|          |            |          |
|          |            |          |
|----------|------------|----------|
|          |            |          |
|          |            |          |
|          |            |          |
|          |            |          |
|----------|------------|----------|
|          |            |          |
|          |            |          |
|          |            |          |
|          |            |          |
 ----------------------------------

 Now, all you need to do is re-arrange the squares to form the path. I will
post the solution here for you, its up to you how you go about it. After that,
click on your guy and he will start running across the puzzle and find his
destination. You can tell right away if paths fit together because you will see
the roads meet

 ----------------------------------
|          |(O)         |      (Y) |
|          |            |          |
|          |            |          |
|          |            |          |
|(R)       |            |          |
|----------|------------|----------|
|          |            |      (G) |
|          |  NO DOT!   |          |
|          |            |          |
|(B)       |            |          |
|----------|------------|----------|
|          |(P)         |          |
|          |            |          |
|          |            |          |
|      (LB)|            |          |
 ----------------------------------
LEGEND:
R = Red
B = Blue
LB = Light Blue
P = Purple
O = Orange
Y = Yellow
G = Green
NO DOT! = the blank square

There you have it, the rainbow bridge is complete. You can safely move on with
the game now.

FAREWELLS

 Again, please email me with anything you might have. I answer all emails. If
you give me corrections, questions or hints your name will be added to a
credits section.



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Hint #2 for Atlantis 2: Beyond Atlantis


Search for the following sentence in the file ATLANTIS2.LOG on your hard disc
drive: "mandalas"

You'll find a section such as this:

--- Solution Mandalas ---
Mandala 1 : numero 4
Mandala 2 : numero 6
Mandala 3 : numero 5
Mandala 4 : numero 1
Mandala 5 : numero 3
Mandala 6 : numero 2

This is the solution for one of the final puzzles, in which you're supposed to
click the curtains in the order in which you placed the mandalas on the disc
during the game. If you don't remember this order, you'll try forever figuring
it
out.



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Solution #2 for Atlantis 2: Beyond Atlantis


ATLANTIS II

AUTHOR: George K. Ison (aka GARR)


	You are standing at a frozen waste. Go towards the moon and enter the
ship. Turn left and go down the hatch. Turn left and pick up the triangular
stone
from the barrel. Right click to put it in inventory. Right click to close
inventory. Turn around right, go forward, turn right and go forward into the
next
compartment. An old man greets you. Ask about the top option and he gives you a
crystal ball. Put it away and ask him about everything else.

	Turn left, go forward, turn left and pick up the stone beneath the desk.
Turn right and walk towards the device on the wall. Turn right and pick up a
third stone beneath the hammock. Face the planetarium in a closeup. Open
inventory and select the stone with 3 half circles. Place it at the very bottom
point of ring on the wall. Remember this position, make a drawing. You are
teleported to Ireland.

IRELAND.
	You’re greeted by an old father. Turn around and talk to him. Ask about
the monk Finbar twice. Step past the father, turn left and leave through the
door. Turn right and walk forward 3 times to the outside. Turn slightly right
and
walk along the path to exit the front gate. Turn left and try talking with
Brother Finbar. Go back 3 steps to enter the chapel entry. Turn left to see the
crying statue on the wall. DON’T click on it.

	Go on inside and first ask the father about Brother Finbar. Then ask him
once about the crying statue. After talking, look at the large open book to the
right. Take a brush from the cup over the book. Get a closeup of the book, click
your brush on the right page and you end up inside the book. Go to the blue man,
Dian, and ask him about everything from top to bottom. Then turn around and walk
to the King at his throne. Click him twice.

	Now turn around and walk back to the blue man. Turn right and walk 3
steps to exit the book. Go through the door into the altar room. Turn right and
take 2 steps. To the right is a bookshelf. Take a piece of skull from the third
shelf from the top. Exit the chapel and go down the path to face Brother Finbar.
Slightly to the right, go past him one step along the path. Turn left and walk
between the 2 posts into the small field. Turn left and pick up the hay fork.

	Turn left and exit the small field. Turn right and go forward once, turn
left and go forward 3 times. Turn left and go forward twice to the beehives.
Turn
right and take another piece of skull from the second hive from the right. turn
left and continue along the water until you reach a fox in his den. Use your
fork
or hands to make it leave. You must make the fox go away. Turn left and continue
walking ahead till you come to a flock of sheep.

	Turn left and pick up a third piece of skull from between the boulders.
Now turn right, go forward twice, turn right, go forward twice, turn right and
go
through the chapel gate. Turn left and walk towards the 3 open cottages. From
the
first cottage on the left, get a black pitcher. Turn around, walk to the well,
and pick up a fourth piece of skull lying near the chicken (this is why you
scared off the fox.) Turn slightly left and go forward, turn left and forward
into the garden area. Climb the ladder and look down the hole in the roof.
There’s a skull piece on top of the cross. Use your hay fork to knock it down.
Climb down the ladder, to back and enter the chapel’s front door. In the altar
room, pick up the fifth piece of skull. Go outside and out the gate.

	Turn right and go forward 3 times to the open cottage in the distance.
Enter it and walk to the broken skull for a closeup. Use your five pieces to fix
the skull. A face appears. Try talking to it. Go back to the entrance of the
chapel. Turn right and take one step around to the side. Turn left to see a
strange drawing with lines and a circular drawing just to the right of it. Don’t
touch them. Go to the chapel entryway and turn left. Use your pitcher on the
crying head to fill your pitcher.

	Exit the chapel, turn right and walk to the father sitting outside. Ask
him about the crying head, then about the standing stone. Ask about the drawings
on the wall. You get a key. Go back to the father sitting outside. Use your key
on the small box on the ground to the right. get the knife and the piece of
parchment. Talk to the father about the parchment, showing it to him, and click
on each of the tree images.

	Walk back through the front gate, turn right and go to the cottage where
you fixed the skull. Go inside and give the face, Ailill, some water from your
pitcher. When he asks, give him the knife. Put the transformed knife back in
inventory. Now ask Ailill about himself, then about the stone. Now return to the
chapel and go around the right side to the wall drawings. On the big one, there
are 3 sets of lines, upper, middle, and lower.

	Select your knife. Click it twice on the left of the upper set to move
the marks to the left. Still with the upper set, from its bottom upwards, remove
the 3 bottom marks by clicking in their centers. There should now be only 2
upper
marks, in the upper set, to the left.

	Now click once to the right of the middle set so that all 5 marks are
slanted up to the left.

	Finally click, from bottom up, on the center of each line in the bottom
set, to remove them. Now click your knife on the circular drawing to lower the
wall. Pick up the stick. Finally, go back to the cottage where you fixed the
skull. Face the front entrance, turn right, go forward once, turn right, go
forward once, and turn right to face the pillar with the horse figure. Use your
stick and hit the pillar to free the horse.

	Turn right, go forward once, turn left, go forward twice past Ailill’s
cottage, turn right and wait. When the horse stops in front of you, pick it up.
Turn left and take 2 steps along the narrow beach, to the poles in the water.
Put
your wooden horse in the water. A real horse will appear. Ride it across the
water to an island. Walk to the tree with a man sitting in it. All he does is
chirp differently when you ask him about anything. You have to match his chirps
on each of the 3 topics before he can talk normally.
Choosing the wrong song causes him to answer with an angry chirp. Choosing
correctly, he chirps in a musical tone. You have to choose correctly, the three
topics in a role. When you get them right, the man flops out of the tree. Ask
him
about the glass tower. To help you, he gives you a divining rod. Talk about
everything else. Turn left and walk twice to the open area between the 2 broken
walls. Turn right and poke the divining rod into the ground at the action spot.
The ground will shake and a well appears.

	Enter the well and swim to the bottom. An eel prevents you from
continuing. Swim back up out of the well. Turn right from the well and go talk
to
the bird-man again. Ask about the well and about the giant snake. Return to the
horse and ride back to the mainland. Turn away from the horse, go 4 steps along
the path back to Finbar at the gate. Go enter the chapel and to the open book.
Select your brush and click it on the man in red, standing to the right of the
right-most pillar to make a sword appear.

	Now click the brush on the right pillar to enter the book. Go ask the
blue man about his daughter Airmid, who is a statue. Then go to the king and
talk
to him and pick up the sword. Turn around, go to the blue man, turn right and
forward 3 times to exit the book. Go outside the gate and to the cottage where
you fixed the skull. Talk to Ailill about Airmid. Go back towards the chapel and
go left where the father is sitting outside.

	Ask him about the sun and he will give you a strange cross. Go inside the
chapel to the big tapestry. Click the strange cross at the right of the church
tower to make the sun appear. Turn right and talk to the image of Aine. Ask her
about everything. She tells you that your wish is granted. Go to the open book
and click your brush on the right pillar to enter. Walk to Airmid and she greets
you. Ask her about everything and the snake to learn about a salmon.

	Turn right, go forward 3 times to exit the book. Click your brush on the
dark brown statue of Airmid on the left. a salmon appears in her hands. Enter
the
book and talk to Airmid about the snake. She gives you an amulet for staying
under water and for protection. Exit the book, go outside and ride the horse
back
to the island. reenter the well. Swim down and use the salmon amulet to defeat
the eel. Swim on down to pick up the crystal tower.

	Ride the horse back to the mainland and go to the chapel. Enter the book,
go to the blue man, and put the crystal tower on the platter. Use your sword to
shatter the crystal. Pick up the hand, go to the king and give him the hand.
Then
give him the sword and watch as he defeats his enemy. Exit the book and exit the
chapel. Watch a cut-scene movie of a celebration. You’re back on the ship. Just
to be sure, talk to the old man again.

	Go to the circle on the wall. In inventory, select the stone with 3
points and 3 small circles. Click it on the next tip to the left of the first
stone you placed. You’re teleported again.

MAYA.
	Go towards the small building to the right of the pyramid. On the right
of the pyramid, go up two flights of steps to the very top. Turn right and walk
to the obelisk. Take the obsidian foot from the bottom of it. Turn left and go
down the square opening into the pyramid. Go left, examining puzzle clues along
the way at several corners. You eventually see a Mayan warrior on your left.
talk
to him for a hint. Continue past him, around the passages, to the stairs on your
left and go outside. Go down the steps to the ground. Turn right and go to the
left of the other pyramid. Climb those steps and enter the pyramid to listen to
a
couple of Mayans.

	Question each one about everything. Then turn around, go forward twice
and turn right. go through the doorway and listen to the priestess. You get
clean
bandages from her. Question her about everything, even though she keeps saying
to
deliver the bandages. Finally, enter the opposite room and turn right. Step
close
to the sitting king and his daughter. Give him the bandages and watch a short
cut-
scene.

	Ask the king about everything. Then ask his daughter about everything.
Finally, turn around and question the medicine man about everything. Start out
of
the room and you should be given the dirty bandages. Give them to the priestess
and watch her burn them. Start talking to her. When she asks if you’re ready to
go, choose the thumbs UP.  DISC4.

	You’re teleported to the dead realm. Listen to the bat, then turn right
and click directly on the bat and ask about everything. Now click on the
pedestal, left of the bat, to return to Maya. DISC2.

	Leave the room and climb down the pyramid. Go to the other pyramid and
climb both sets of steps. Turn left and examine the large flat stone. Note the
pattern of the dipper and the position of the 7 stars. Draw the pattern with
star
locations. This is critical information. Go back down the square opening. Turn
left and step once. Turn right and step twice. You should be in front of a
puzzle
of jaguar. Click 4 times, on the left tray of balls, to get four in your cursor.

	Click them on the lowest row of holes to place them there. Take a stick
from the right and place it across the 4 balls. You now have the balls again.
Place them in the row above the stick. Turn right and step once. Turn left and
click the Mayan. Go down to the next level.

	Go right to another puzzle of snake. There’s 4 groups of holes, with 28
in each group. Click 4 times on the balls to have 4 at once. In the second group
from the bottom, place the balls in the lowest row.

	Place 1 ball in the bottom row of the bottom group. Walk along to another
Mayan and click on him. Go down to the third level. Walk straight ahead to a
closed door. Turn left and push the wall button. Turn right and enter the opened
room. Turn left, step forward, turn around and step twice to the crocodile
puzzle.

	Put 1 ball in the middle of the bottom row of the bottom group. In the
second group from the bottom, place a stick across the bottom row. Click 3 times
on the balls. In the second group from the bottom, place the balls in the second
row from its bottom. In the second group from the top, place 1 ball in the
middle
of the top row. Look up and take the obsidian foot from the crocodile’s mouth.
Exit closeup and step to the wall on the left. place each of the two obsidian
feet in each of the 2 holes in the wall. A secret door should unlock. Take the 2
feet back out of the holes, you will need them again.

	Go back out to the other pyramid and go talk to the priestess again,
about the bat. Now click on the bat to the right of her.  DISC4.

Realm of Dead.
	Question the bat again about the rainbow bridge. Turn left, step once and
look down. Click on the miniature jungle model for the rainbow puzzle. Since you
placed the pieces correctly, you should see a 3X3 grid of 9 squares. Following
is
the layout of the puzzle, even though it’s actually tilted a bit to the left.

A1...B1...C1.
A2...B2...C2.
A3...B3...C3.

The little man begins at A3.

Move A1 to A2.
Move B2 to A1. Turn it 3 quarter turns with your right mouse button.
Move C1 to B1.
Move B3 to C1. Turn it one quarter with your right mouse button.
Move C2 to C3. Turn it 3 quarter turns with your right mouse button.
Turn C2 two quarter turns with right mouse button.
Turn B3 two quarter turns with right mouse button.
Turn B2 one quarter turn with right mouse button.

	Click on the little man and watch him move through the puzzle, forming
the rainbow bridge a little at a time. If you didn’t get it right, hit Esc to
reset and try again. When done correctly, you end up in the real jungle. SAVE
GAME! Turn around and walk between the two trees towards the large mushroom in
the distance. Walk straight ahead to the first Y intersection. Go right in the
direction of the bush with bright pink leaves. When you get there, turn slightly
left and step forward once. Carefully look around on the spot and pick up the
lite brown star, your first of seven.

	Continue to the pink bush and turn slightly left. Go forward once. Look
down around this spot and pick up the second star. Look up and turn right till
you see the single pink flower. Go once through the dark area just left of the
flower. Look down and pick up the third star. Go back once and turn right to see
direction arrow along the river. DON’T go that way, it’s where you came from.
Turn right more to face away from the river. Go through the trees to a T
intersection.
	Turn right and you should see a small red ball thing on the right of the
path. Go one step past the red ball thing and turn left. go once into the bright
lit clearing. Look down and pick up the fourth star. Continue forward once to
the
giant mushrooms. Turn around right to see a Y intersection. Go left once, then
forward once more. Turn around, look down and pick up the fifth star. Turn back
around and go forward once past the purple thing.

	Turn slightly left and go forward once. Look down and pick up the sixth
star. Continue forward once to a 4-way intersection. Turn right and go forward
once. Turn around, look down and pick up the seventh and final star. Go once to
the 4-way intersection, then turn right. go forward once and you’ll see the big
star pattern stone and a small stone statue on the right. get a closeup of the
stone statue and place either obsidian foot in the square hole at the bottom.

	Now walk to the big flat stone and place the 7 stars, according to your
drawing, to form the dipper. Correctly done, another statue appears on the other
side of the clearing. Walk to it and put the other obsidian foot in its square
hole. You talk to a leopard. Then a snake appears. Talk to it about everything.
It asks you to find 2 skulls. After the talk, the snake gives you a feather.
Find
your way back to the canoe, at the other end of the island, and get in it.

	Turn left and sail straight ahead 6 times. You arrive in a dark area of
the river. Turn right and go ashore. Keep going ahead to a couple of trees with
a
spider web high up. Climb the right tree and you stand on the outer ring of the
web. Turn left and walk to the other side of the damaged area of the web. Face
the spider in the center. You should be standing on the left edge of the damaged
area.

	Take one step towards the center, quickly turn around and return to outer
ring. Turn left and forward once. Turn left, go to center and get the
caterpillar. Turn right and hurry to the outer ring to get off the web. Now
climb
back up the right tree. Stand on the outer ring on the left edge of the gap
again. Notice only the second ring in is broken. you can use this to your
advantage because this next part involves outmaneuvering 2 spiders.

Read the following, to be certain you understand it, before actually trying it.
And remember, do it quickly as possible. It will help greatly if you draw the
web
and note the direction in the following paragraph.

	Step once inward, turn around, step to outer ring. Turn left, step
forward once, turn left, step inward once. Turn right and hurry all the way
around the second ring back to the gap. Step right to outer ring, turn left and
forward 3 times. Turn left, step to center and get the grasshopper. Turn around,
step to outer ring. Turn left, step once, turn right and exit the web. If you
get
caught, just try this paragraph again.

	With the caterpillar and grasshopper, go back to your canoe and get in.
Turn right, sail forward 3 times and turn right to see 2 bushes. Get out and
continue walking to a big frog. Give it the caterpillar and the grasshopper for
some great information. Go back into the canoe, turn left and forward 3 times,
turn left and get out. Return to the trees with the web and save if you want.
Climb the right tree and you see a huge spider. Go to the left side of the gap,
turn around and click the feather on the other side of gap at outer ring. Walk
towards it, quickly turn around and back to left side. quickly to center and
pick
up sword, turn around and hit spider with it. Hurry to center, pick up 2 skulls.
Hurry to outer ring and leave the web.

	Go enter the canoe, turn left and sail forward once. Turn right and get
out. Step forward, turn right and talk to the bat about the Chulel. Then click
on
its support post.  DISC2.

	Enter where the king is and give him the Chulel and watch a cut-scene.
Back on your ship, walk to the circle on the back wall and get a closeup. Make
certain you’ve been updating your drawing of this as the stone placement is
important for another puzzle much later in the game. Place your rather plain
stone on the next tip up on the left.  DISC3.

CHINA.
	Turn to face the gateway to the outside. Walk once down the stairs and
get the drumstick near the gong on the right. Walk to the gateway, to see a
shadow blocking the way. Nothing can get in or out. Turn around and go question
the old man on the left. Ask him about everything. Go back up the steps, on the
front of the building, and step once to the entrance. Turn right and walk along
the narrow walkway to the corner. Turn left, take one step and turn around.
Question the man about everything.

	Now go back to the front doorway and step once through it. Turn left and
enter the room. Go to the man, at the desk, and ask about the 2 options, then 2
new options. Go back out in the corridor, turn left and go forward twice. Turn
left and enter the room. Talk to the man, sitting on the floor, about
everything.
Do this several times till he starts repeating the same thing. Go back to the
previous open room and talk again to the man sitting at the desk. Ask about the
strange man.

	Go outside and to the right. Talk to the old man about the bottom option.
You’re asked to meet him in the Turtle Chamber. Go back inside the building, to
the end of the corridor, and go through the door on the right. Talk to the old
man waiting for you. He gives you 2 object. Talk to him about the tiger. Stand
behind the device in the middle of the floor and get a closeup. Click on all 4
symbols of the device and the rim rotates each time. As the old man will tell
you, the red sign is mountain, yellow is pagoda, green is the plain, and white
is
river.

	Rotate the rim till red is at the top and yellow to the right. Then place
your black turtle in the center water. Ask the old man about the turtle. Now
turn
left and step twice towards the wall where the window is. Turn left and step
once
to the wall. Turn around and the window should be on your left. look down to see
you’re on the edge of the floor pattern. Question the old man about the pattern
again. With the window still to your left, step once forward and question the
old
man again about the pattern.

	Turn to the right, to see the door ahead where you entered, and step
forward once. When the old man stops talking, turn 1/4 right and step once
towards the wall. Turn 1/4 left and step once. Turn 1/4 left and step once. Turn
1/4 left and step once. Turn 1/4 right and step once. Now the old man says to
take the shortest route to the dragon. Step twice to the wall you face. A
passage
appears and you step through.

	Walk to the large chest on the left. There’s 3 chests within, each
smaller than the last one. Get a magic wand from the smallest chest inside. Now
go to the opposite end of the water pond and stand between the 4 incense
burners.
Start with the red one and light it with the wand. Continue turning to the right
and light the green, purple, then lastly the white burner. When all four are
correctly lit in order, you become small.

	Walk towards the pond with a dragon and you appear outside. Continue
twice down the path and turn left. step forward and turn left. pick up five
statues and a money bag. Go back across the bridge and re-enter the building.
Facing the pond, turn left and step once to become big again. Face the pond and
look down. Place the statue with axe on the left image of trees. Place the
statue
with two buckets on the right image of water.

	Turn around to face the dark wall. Place the statue with walking stick at
center near the wall. Place the statue with hammer on the right image. Place the
last statue between the one with buckets and the one with a hammer. Turn around
to face the pond again. Place the money bag in the center of the floor. Now walk
towards the pond. If the statues were placed correctly, they are all now alive.
If any aren’t, they’re not all correct.

	Question all 5 statues to learn they want money. Give each statue one
coin only and get a disk from each. With the five disks, walk towards the pond.
Continue down the path to where you found the statues and money. Get a closeup
of
the wooden device with 5 pegs. From left to right, place the disks as follows;
black with mountains, brown with dots, grey with many small patterns, light
brown
wood, and black with dragons. When correct, the bridge to the right partly
lowers.

	To completely lower the bridge, the disks now have to be rearranged. Once
again from left to right; grey with many small patterns, black with dragons,
brown with dots, light brown wood, and black with mountains. The bridge should
completely lower. Cross the bridge and walk to the golden door at the end of the
path. Click the hunter image so the arrow points to him. Look down or up, to get
the forward cursor, and go through the door.

	Walk to the huge dragon and enter it. Turn left and step once. Turn left
to face a panel of blue and white clouds with a dragon. All the lower sliders
must be all the way up. First click on the dragon, then:
click the right cloud, click the right cloud, click the right cloud,
click the left cloud, click the right cloud, click the left cloud.

	All slides should be up and you can take the pearl. Turn right and go
through the red curtain into the cockpit. Turn around and put the pearl into the
golden receptacle. Watch pre-flight preparations, then the flight to an island.

	Walk to the temple and try entering the door 3 times. The high priest
greets you. Turn slightly left and question him about everything. He opens the
side door, but make sure you ask about everything else before going through.
When
ready turn left, go around the corner and enter the side door. Turn right and
question the guard about the mushroom. He gives you a blank form. Ask about
everything, especially the form. Now SAVE!

	Find the princess to learn about the correct 3 stamps for the form.
Facing the guard, go left, right, left, right, left, and turn left. Continue
forward twice and on around the turns till you find the princess who holds a fox
mask. Talk to her and she gives you a fan, if you pointed the arrow on the gold
door towards the hunter. Put the fan in inventory, then click on it to see the 3
stamps you need and the order from left to right.

	These stamps change each game and each time you restore, if you saved
before entering the door to hell. There are 6 stamps, 3 on the present level.
There are 3 others available, but they are upside down. In a remote area of the
hallways, there are steps to go up in order to be right side up with the other 3
stamp locations.







	If you mess up, just restore or go back to the guard and ask him about
the mushroom to get another form, and try again. Take the correctly stamped form
to the guard and he will give you the mushroom. Go out the door, go to the right
and talk to the priest about the mushroom. Then click the mushroom on him to get
a lantern. Enter the dragon, remove the pearl then put it back in the gold
receptacle to fly back.

	Go back across the 2 bridges and through the gold door. Step between the
red and the green incense burners to become big. Now walk out the door and
through the other door to the outside. You automatically place the lamp on the
ground. Watch a cut-scene. You get a gift and appear back in the ship. Walk to
the circle on the wall and get a closeup. Click the bottom stone and teleport to
Ireland again.

	Exit the chapel, go to the beach and ride the horse. Walk towards the
dead tree, near the broken wall, and position your crystal ball in the branches.
When the lines turn red, click and you travel through outer space. When you stop
behind the moon, travel back to earth. Ride the horse again and go to the
chapel’s entryway. Click on the tears of wall face. On your ship, walk to the
wall circle. In a closeup, click the middle stone.  DISC2

	You’re back in Maya. Turn around, walk past the big tree and to the left
side of the king’s pyramid. Stand in front of the steps and turn around.
Position
your crystal ball in the branches of the tree. When the lines turn red, click
and
travel through space again. Go back to earth. Turn around and walk to the right
side of the other pyramid. Climb both stairways, turn around right and step to
the burning pot. Click the flames and appear in your ship.

	Go to the wall circle and click on the upper left stone.  DISC3  You are
in China. Enter the temple all the way and go through the closed door on the
right to the dragon room. Walk towards the wall with a window and stand on the
next to last line on the floor. Turn right and walk to the opposite wall. It
should open, so go through into the pond room.

	Walk to the middle of the 4 incense burners, look down and walk to the
edge of the pond and become small. Walk to the pond and appear outside. Walk all
the way to the golden door and turn left. position the crystal ball on the 2
stone peaks beyond the edge of the building. When the lines are red, click to
travel through space. Go back to earth and appear at the golden door. Turn
around
and go back to the temple.

	Step between the red and green burners to become big. Walk out the door,
then all the way outside to the courtyard. Stand in front of the gong and hit it
with your gongstick. Back in the ship, turn around right and enter the front
part. Climb the steps and turn around to face the front. Position the crystal
ball at the front of the ship. When the lines are red, click to travel a longer
way in space. At the moon, turn right and travel towards the bright lit planet.

	At the big yellow burning planet, continue to the right of it. Continue
through the asteroids to the next brightly lit star system. Then turn slightly
left and travel through the brownish green mist. Now turn a bit to the right and
continue to the yellow planet. Continue towards the light yellow planet in the
far distance. The crystal ball has changed to a six sided object and you have 3
more stones. Go back to the earth. In the ship, go down into the hold and ask
the
old man about the blue misty looking figure of a man.

	Get a closeup of the wall device. Select the dark grey stone and place it
at the upper point. Select the stone with 3 sharp points and place it on the
next
point to the right of top. Place the final stone at the remaining point. Now
make
sure your drawing is complete with all six stones. Number 1 being the bottom and
2 being the next to the left, moving on around clockwise to number 6 at the
lower
right.

	Place the changed crystal in the center.  DISC4  You jump through the
bottom. You end up in a giant lotus blossom. You’re surrounded by six curtains
with designs matching the ones on your 6 stone drawings. You have to step
towards
each curtain matching your drawing stones in order 1 through 6. Done correctly,
you’re transported to Shambhala.

	Walk straight ahead to the pond. Go left around the side of the pond to
Rhea, the queen of Atlantis. Question her on all options. There will be many.
After the long talk, turn around. This location has 2 exit points, each taking
you to a previous location where you can pick up one of the 16 objects you used
during the game. Each additional location also has 2 exit points. Try to use a
different exit from each location, instead of returning to the one you just
left.

	Start from this area by going around the right side of the pond and in
the direction you came from. You just might end up in the pyramid at the Mayan
warrior. Near him, pick up the Black Pitcher. Here is a list of the items and
locations, the item is always near where you appear:

Black Pitcher in a pyramid near the Mayan.
Sword in hell.
Turtle in Shambhala.
Insect (grasshopper) in the book in Ireland chapel.
Salmon in the jungle.
Star on the island outside the hell building.
Pearl on altar in Ireland chapel.
Mushroom near frog in jungle.
Chulel inside the flying dragon.
Fan in Ireland cave.
Small mountain disk near jungle statues.
Stick at small statues in China where you become small and big.
Green Feather near book in Ireland chapel.
Brush in Mayan king pyramid.
Chinese Lantern at bird island.
Hand in China temple.

	After getting all 16 items, travel around till you’re in the room with
the book in the Ireland chapel. There’s a couple of windows high up. Turn to the
one with the small statues, and place your star there. Watch the ship take off.
You end up underwater in Atlantis. Move around till you see the entrance in the
distance, 2 large white columns at the top of some stairs.

	Walk straight ahead through the entrance and step twice to the right.
Turn around and you should find a big crystal. Now slowly turn left and take
first forward you see. Turn till you see a dark pillar. Go past the right side.
look around till you see a building in the distance with a big circular painting
to its left. Now walk towards the circular painting and turn around to face the
octopus.

	Rapidly click your crystal, on a tentacle, when its glowing in order to
cut off the tentacle. The crystal has to be glowing before it’s charged. Defeat
the octopus by cutting off all large tentacles. Finally you arrive back in your
ship and the old man gives you the final crystal. Get a closeup of the wall
circle and place the crystal in the center of the stones. You travel in space
again. At the moon, turn right and travel to the very bright star.

	In front of the big yellow burning planet, pass the right side. Go to the
next bright star with the asteroids in front of it. From the colored mist, turn
left till you see a black hole in the small brightness in the distance. Go there
to arrive inside the black hole. Turn around left and go through the very bright
area.

Watch the end movie, then some screen shots and credits. After the credits,
you’ll be treated to another short movie.


AUTHOR: George K. Ison
aka GARR



Top of page | 



Solution #3 for Atlantis 2: Beyond Atlantis


Written by Bert Jamin


Intro
What to say about Atlantis 2 ? The game really is exciting from the beginning
till the end. There is absolutely no part where you will get bored. It all
looks great and the music contributes to it all very well. I think we just had
to wait to long for such a great adventure! It's just one of those few games
you will never want to dispose of. Simply because you just want to play
another time again! In short: an absolute must for every adventurer. So my
advise: hurry to the shop and buy it!!!
                                        

Ain't there nothing at all to complain? Well, to be honest, yes. I do have
three minor complaints. In the first place it's a little bit annoying that you
have to keep on changing. It gives you the real DJ-feeling sometimes. In the
second place the way of saving games isn't quiet logical. The images of the
saved games are all the same in the different levels. So when you want to
restore a saved game you just have to guess which is the right one. In the
third place there is no way of lip-synch. A game like this just deserves
better! Finally I think that the end of the game and the part about Atlantis
is way to short. Searching a crystal, which even a blind man can see from a
distance and killing the octopus with it, is all there is in Atlantis. So,
this part will be over in about five minutes!

Very important:
Later in the game you have to click on six curtains in the right order to be
able to go to Shambhala. If you follow my walkthrough exactly from the
beginning and in the same order, you have to click on the curtains in the
order I am telling you. However, when you played the game in a different
order, you may have to click on the curtains in a different order to be able
to go to Shambhala.

The pattern on the six curtains are the same as the pattern on the six
different triangular stones you place into the planetarium. The order in which
you placed these stone are the same as the order in which you have to click on
these curtains. So write down the order in which you place each triangular
stone into the planetarium and make a drawing of the pattern that is on each
and every stone because that order will be essential later in the game.
(Thanks Mr. Bill...)

-----------------------------------------------------------------------------


Beginning

Look around. You are surrounded by a cold chilly landscape. Walk towards your
vessel that's lying out there somewhere. Enter the vessel and go down the
hatch. Turn around and pick up the triangular piece of stone from the wooden
barrel.

Turn to your left and enter the next room. Turn to your right and speak with
the man who is sitting down on the floor. Ask him about everything you can. He
will give you a crystal ball. No need to say that you have to take it! Turn to
the left and pick up the next piece of stone which is lying beneath the desk.

Turn to the right and walk to the device that looks like a planetarium.
Standing in front of it, first turn to the right and pick up the third piece
of stone that is lying beneath the hammock. Now stand in front of the
planetarium. Place the second triangular stone at the bottom of the ring of
the planetarium. Write down the order in which you place each stone during the
game and make a drawing of it's pattern...

The first stone at the right spot...

Ireland

Now you will be teleported to Ireland. Ask the old father about the poor monk
Finbar. Leave through the door-way at your left. Turn to the right and walk
outside. Walk straight down the path. At the end of the path turn to the left
and try to have some conversation with monk Finbar.

It seems that things aren't going to well with him for the moment! Go back
into the chapel. At the porch of the chapel turn to you left and take a look
at the crying statue at the wall. Now walk to the old father. Ask him about
monk Finbar first and the ask him about the crying statue at the wall in the
porch of the chapel. After finishing your conversation, take a look at the
book at the right of the holy father.

Take a pencil out of the container above the book. Zoom in at the open book
and try to right something on the right page with your pencil. By doing this
you will end up in ... the book!

Talk to the standing man in blue (Dian). Ask him about everything and
everybody. Then walk towards the king who is sitting on his throne. Ask him
about all you can. Walk back to Dian and stand in front of him. Then turn to
the right and walk straight ahead and EXIT the book.

Exit the book...

Go through the doorway and enter the room with the altar. Walk to the doorway
out and stand still. At he right of the doorway you will see a bookcase. Pick
up the piece of skull out of the case. Walk outside and go to the poor Finbar.
At the splitting over there, go to the left. Walk between the two poles into
the hay-field. Pick up the hay-fork.

Exit the hay-field, turn to the right and keep on walking straight ahead until
you reach the bee-hive. Take the second piece of skull out of the second
bee-hive of the right. Turn to the left and continue walking straight ahead
until you reach the fox in his cave. Poke him with your hands or with your
fork until he leaves his cave. Then keep on walking straight ahead again till
you meet the flock of sheep. Between the big boulders, you'll find the third
piece of skull.

Walk back to the chapel. This time don't go inside, but walk towards the three
cottages at the left of it. From the first cottage, pick up the black cup.
Walk to the well and pick up the fourth piece of skull what is lying at the
ground, near the chicken.

The piece of skull behind the chicken...

If it isn't there, you didn't drive out the fox, as I told you before! Enter
the left part of the garden. Over there you will see a ladder standing against
the wall. Climb it.

Look down the hole in the roof. Examine the big cross below. On top of it you
will see another piece of skull. Use your hay-fork to shuffle it down the bog
cross. Climb down and enter the chapel. Enter the room with the big cross.
Pick up the fifth piece of skull from the floor.

Go outside again and walk to monk Finbar. At the splitting go to the right
this time. Head for the square cottage you see in the distance. Enter the
cottage and walk in front of the broken skull. Fix the skull using the five
pieces you found on your trip outside.

Almost finished the job...

 Walk back to the entrance of the chapel. This time don't go inside, but
facing the frontdoor, turn to the right and walk around the chapel. Turn to
the left and you'll see a fish-bone like drawing at the wall of the chapel and
a circular drawing.

Enter the chapel and fill your black cup with tears of the crying statue. Exit
the chapel and walk to the old father who is sitting outside. Ask him about
the remarkable drawings on the wall. He will give you a key.

With that key open the box that is standing on the floor of the cottage to the
right of the holy father. Pick up the knife and the piece of parchment. Speak
to the holy father once again and ask him about the piece of parchment. Show
him the parchment and click on the images of the trees.

Walk back to the square cottage where you transformed the skull into Ailill.
Give him some water out of your black cup. When he asks for it, give him the
knife. After that ask him about the white horse and about himself.

Go back to the chapel and stand in front of the wall with the drawings. When
you have a closer look, you will see three sets of marks. An upper set, a
center set and a lower set. By clicking on the right or the left side with you
knife, you can change the position of the marks. By clicking on the center of
a mark, makes it disappear. Transform the drawing like this:

Click 2 times on the left of the upper set. Then remove from bottom up the 3
lowest marks by clicking on the center of them.

Click 1 time on the right of the center set so that all 5 are pointing up to
the left.

Remove all the marks of the lower set by clicking from bottom up on the center
of them.

After that, click with your knife on the circular drawing. Now the wall lowers
and you can pick up the stick.

It should look this way after finishing...

 Walk to the cottage of Ailill. Standing in front of it, go to the right. Then
turn to the left and walk to the pillar with the figure of the horse. Use your
stick and hit the pillar to set the horse free.

Now the horse takes off. The only thing you have to do now is catching the
running horse... The easiest way to do this is to turn to the right and do one
step forward. Then turn to the left and go past Aillil's cottage. Then go
forward one more time and wait for the horse. When it approaches you, just
keep on standing still. You are blocking its way. When the horse has stopped
in front of you, simply pick it up...

Now just pick up the animal...

 Go to the left and walk to the narrow beach. Walk to the part with the poles
sticking out of the water. Place the horse into the water. When the real horse
comes alive, climb it.

Arriving on the deserted island, walk to the tree with the birdman sitting in
it. Talk to him. The only thing he is doing right now, is chirping. Ask him
about himself. Try to learn the sounds of the different birds.

Ask him about the white horse and after that about Aillil. The purpose is to
chirp along with the birdman by clicking the right bird. I can't give you the
right order, because the tunes of the birdman as well as the tunes of the
different birds are changing all the time!

A few tips: when you chirp the wrong song, the birdman answers with an angry
tune, consisting of three sounds. When you chirp the correct song, he answers
with a little bit friendlier tune, consisting of two sounds. When the birdman
is chirping his song, you better move your cursor to the side of your screen.
Then after finishing his song, you better touch one of the birds just shortly.
So you will hear the corresponding tune of the bird just once. If you hold
your cursor on the birds, the tune will be played uninterrupted and believe
me, that will drive you nuts! Knowing all this, first ask the birdman about
himself. Keep on doing that until he lets you know (by reacting with his
two-sounds-tune) that you have given the correct answer. After that, do the
same with the question about the white horse and Aillil. So what more can I
say? Have fun, keep on smiling, good luck and God bless you...

As soon as you have chirped the right songs, he will jump out of the tree.
Question him about the glass tower. According to his answers it should be
somewhere below surface. To help you on your search to the glass tower, he
gives you a divining-rod. Walk to the open area between the two bent walls.
Stick the divining-rod into the ground at the right spot.

Here it is...

 When you placed the stick at the right spot, the ground starts shaking. After
that, a well appears! Enter the well and swim all the way down. A big electric
eel blocks your way, so with the glass tower in view, you can't get deep
enough! Swim all the way up to the surface and walk to the birdman. Question
him about all you can. Walk back to your horse and climb it.

Enter the chapel again and take place in front of the big open book. Pull your
pen and draw something on the man in the red garb, who is standing to the
right of the right pillar. By doing so, a drawing of a sword appears. After
that, draw something on the right pillar to enter the book.

Look at the sword

 Walk to the standing man in the blue dress (Dian) and ask him about his
daughter Airmid, who is changed into a statue. Then walk to the king who is
sitting on his throne. Talk to him and pick up the sword. Exit the book and
walk once more to the cottage of Aillil. Talk to him and ask him about Airmid.

Go back to the chapel. Walk to the holy father, who is still sitting in the
garden. Talk to him and question him about the sun. He will give you a
mysterious cross. Enter the chapel and stand in front of the big tapestry.
Place the cross at the right of the church-tower in the sky.

Turn to the right and meet the fresh awaked Aine. Question her about
everything you can. After she tells you that all your wishes have come true,
walk to the open book once more. Again draw something on the right pillar. In
the book, walk to Airmid and see that she is no longer a statue...

Question her about everything you can and exit the book again. Now draw
something on the left dark brown statue. A salmon appears into her hands.
Enter the book again and talk to Airmid again. She gives you a amulet which
makes it possible to stay below surface longer. May be now you can defeat the
electric eel!

Exit the book and walk to your horse. Climb it for another ride to
Birdsisland. Back on Birdsisland, enter the well again. Swim all the way down
and use the amulet to defeat the eel. When the eel has left, swim down to the
bottom of the well and pick up the crystal.

Finishing off the eel

 Go back to the chapel and enter the big book for the last time. Walk to the
standing man in blue and give him the crystal. Pull your sword and chip the
crystal into smithereens. Pick up the silver hand and walk to the king on his
throne. Hand over the silver hand and the sword. Exit the book and exit the
chapel and head for....

...Maya!



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Solution #4 for Atlantis 2: Beyond Atlantis


The play begins in an ice landscape. The way leads on the ship, which is
situated
directly before you. You look around and find at deck three strange triangular
stones, which you in-collect. Down in the ship a Schamane sits, from which you
receive a crystal ball. It tells that it is the guardian of this crystal, which
awoke few days ago after thousands of years to the life. Your ancestor Eno,
which
had leaders of the trailers of powers of the light, the darkness defeated. Now
however powers of the darkness are with the appearance of a strange asterisk in
the sky and the light again awaked and the darkness must again is defeated, i.e.
the light must unite with the darkness and only you as the carriers of the light
-
 as the mark in your hand proves - can lead this fight. You must arrive at it
after Shambhala. There is a way there, which was divided by your ancestors into
six sections, which must be joined again. The crystal ball is a type travel
container, which contains first only one journey. Their markings point the way
to
further journeys. The triangular stones are Reisesteine, those in each case to
another Place lead, at which a further stone is. In this space is a type map of
the world, on which the stones must be used. You sets the stone (down in the
center), clicks it on and goes on yours first journey, which leads to Ireland.
Ireland
You appear in the role of the monk Felim. Liam the upper monk regards your
drawings, which remind him of an old legend, when suddenly a cry sounds outside.
On requests of Liam you check outside. That cry Finbar from brother, which
cannot
answer to your questions however, came. Also Liam feels unwohl, what probably of
the strange asterisk in the sky the day and night come seem. If you return to
Liam, you should him about the strange behavior of brother Finbar tell and then
with him about everything talk. You see yourself again in the work room, in
which
you you too Beginning of your arrival ruled in Ireland, more exactly over. On
the
writing desk is situated a book, which you regard exactly. Above the writing
desk
you find a brush in a container, with which you drive over the book page. You
are
carried into a cloud world, in which you find different persons, whom you ask in
detail. Dian Cùcht, the schmied and sound one the Tuatha reports to you of its
former king Nuada, the assistance needs. The Tuatha is suppressed by the monster
Bres, a Formorach, which is now king. Nuada cannot resist and free its people,
because a shadow Nuadas stole silver hand and only with this it can use its
sword. After Nuada had lost its hand in the fight, Dian Cùcht him forged a
silver
hand as back-up. Now also this hand disappeared. You must procure its silver
hand
and the sword for Nuada again, so that he can successfully strike Bres. The
silver hand is in a glaesernen tower, which is hidden in a water hole. Beside
Dian Cùcht is a statue, over which you experience from it that it concerns
thereby its daughter Airmid. In order to leave the book, you must look these up
at one of the walls for the signature " exit " and click. You ask the upper monk
Liam over king Nuada. He says, you would have painted but would have forgotten
the legend in the book, to draw Nuadas sword. You used thereupon the brush on
the
book, in order to draw the sword (i.e. you click the king with the brush on) and
the sword appears sudden. You enter again the book and take to the king its
sword
off. You talk a second time with Dian Cùcht. it indicate to you that only king
Nuada can use the sword and you must procure in addition still the silver hand
for it. You ask still the king, that on his throne sit and also he required for
its hand. You cannot align anything with the sword. You leaves the book and sees
themselves in your environment over in the shelf in the chapel on the right
beside the output find further you a head section. In one of stones
circumscribed
You take the hay fork to area left of the place, where brother Finbar is, to
you.
On the way over the island you come in yourself to a grotte, in that broken head
finds. There the head section from the shelf finds its workstation. If you the
island absuchst, you find four further head sections: in a straw hive, in a hole
with the grazing sheep, on the soil behind the well in the garden of the chapel
(this find you only if you sold the fox on the rundgang over the island from its
building!!) and on a shelf in the work room, at which you arrive however only
over the chapel roof. You climb the ladder to on the roof and push the head
section with the help of the hay fork of the post of the shelf down.
Subsequently, you can remove the piece of head in the chapel before the altar.
All five head sections are inserted into the head in the grotte and these awaked
to the life. Unfortunately the head cannot speak. You find a jug in one of the
shelters in the vorgarten of the chapel. In the other shelter is a chest, which
cannot be opened however. In the vorraum of the chapel you see a face, from the
water flow. On your questions you experience from brother Liam, which concerns
it
the holy virgin. The heidnischen Irish however regarded it as the face of the
goddess Aine. It is to have killed the king Ailill, which is situated in the
grave hill. You fill the jug with water and give the head in the grotte to
drink,
which thereupon its voice regains. You ask it and experience that he was the
king
Ailill, which was punished by the goddess Aine for an atrocity with death. It
tells you that powers of the darkness it was provoked and that only you can
defeat it. In addition you must that Mould release and over the water ride. You
are to bring it a meter that you need, in order to release the mould. You look
around again on the island and find an upright stone, on which a mould, several
spirals and further markings are. At the right external wall to you similar
markings and a spiral are noticeable to the chapel. Of brother Liam (sits beside
the shelter in the garden of the chapel) you experience over the fact that it
itself like also at the chapel wall around the writing of the Oghams, the
heidnischen Druiden concerns. They remind it of a code, which it gives you. With
this code you open the chest in the second shelter and find in it a meter and a
pergament. You go again to the head (king Ailill) and ask it after the markings
at the chapel wall. It reports the fact that it concerns the house of the
goddess
Aine and requires again for the meter. You give it the knife, which you received
from Liam. It actually takes it, treats it, returns it to you and says that it
is
ready for the trees. You go back to brother Liam and show to him the pergament,
which you found in the chest. On it are figures of trees, whose markings
resemble
those at the chapel wall and on the upright stone. After the trees asked (click
with the pergament on the upper monk Liam), brother tells you Liam of the trees.
Two of it were before long time beside the upright stone, an oak and elder
shrubs. With the prepared meter the markings at the chapel wall can be adjusted
accordingly. You remove all horizontal markings and set then with the help of
the
meter the horizontal markings again. Two horizontal grooves above, those show to
the left for the oak (through mouse-click on the left of or on the right leaves
itself the arrangement to that Markings change), five bevel line for the elder
in
the center. The lower paragraph remains empty. If you the markings correctly
attached click you have with the meter 1x on the spiral. Thereupon the wall and
you lower yourself can from the developed cavity a stick take. Again you go to
Ailill, the king in the grave hill. You show it the stick, which you found and
it
requests you to use him. You report to it also of the mould, which you saw on
the
upright stone, and he says to you that you must free him. Thereupon you go to
the
upright stone and use yourself the stick, which you took from the hole of the
chapel wall, with the mould. This awaked to the life and you tries to catch it.
You go a step toward the grave hill, then again a step toward straw hives wait
to
the horse appear. You need it then to only click and the horse can transfer to
your inventory. From Ailill you know that you must ride with the mould over the
water. Go from that Chapel straightforward to the left, follows the way toward
trees and then down to the water. Follow the way at the water along at height of
the grave hill and you a possibility finds the horse in the water to set. You
click it on and your savage ride already begins over the water, which ends on a
small island. There you make the acquaintance with Fintan for a poet, who gives
only bird sounds of itself. Listen to him exactly and try then the bird out to
find, which it copies. Three times you must repeat this process and click the
correct bird; only then you can talk with the bird man. You ask it out and
experience that the goddess Aine transformed him into a bird. It had sealed it
in
honours a few verses, itself then however in Airmid, which falls in love
daughter
of the Heilers Dian Cùcht, whereupon Aine him had verzaubert from jealousy into
a
bird. He hopes for the day, at the Aine him again will release. You tell it of
your search to the glaesernen tower, and he gives you a wuenschelrute. You ask
it
also after Ailill and experience, that it was with its horse of the more
frequent
on the island. After you ask it extensively, you turn on the green island back
and enter again the book. You ask Dian Cùcht again over everything out, in
particular over its daughter Airmid. He says that she could help you, if it were
not a statue. You must umstimmen thus Aine, so that she releases the verzauberte
statue. After this discussion you visit the dead king in the grave hill again.
You ask it for Fintan and Airmid (the statue). You experience that only Aine can
release the two from its charm, but the goddess does not talk any longer, since
then the old heidnische sun wheel no longer in the sky is. Perhaps one can do it
to Speeches bring, if one sets the sun wheel again to the sky. You go back to
brother Liam, in order to experience more over the sun wheel. Thereupon
addressed
it remembers the St. Brigidskreuz, the cross of the heidnischen Irish. It gives
you a cross. You address it again on the cross. He says that it hung in former
times in the chapel, there however did not belong. He mentions also his
similarity with the old sun wheel, which was in former times in the sky. A view
of the wall carpet in the chapel gives further information. You sets the
Brigidskreuz on the wall carpet on the right between the church tower and the
fire. The cross transforms into a sun wheel and behind you on the right page in
the chapel appears the goddess Aine above. You ask it over everything out.
(Ailill, etc.. Ask you for Fintan and it mentioned automatically the statue
Airmid). It tells you of Ailill, which passed against it. You ask for assistance
for Nuada. It however cannot help it. You experience more details over the
connections between Fintan, Aine and Airmid. Since you set the old sun wheel
again to the sky, she is ready to release Airmid and the poet Fintan. Since you
still possesses the wuenschelrute of the poet Fintan, you go on the search for
the water hole. A course over the green island runs without result. Thus you
ride
again on the bird island and try your luck there. In the center before the ruins
uses you the wuenschelrute. A well appears, to which you descend. After the way
quite down becomes however from a sea-monster (a queue?? blocks. You talk with
the bird man about the queue. He says that you must become a fish, in order to
down-course-long. It tells of Airmid, which can perhaps help you. Your way leads
you thus again into the book and you asks the Airmid released now. It thanks you
for its release and you tells it of Fintan and Aines reason it to charms. It
could help you, if it back-got the salmon, which it lost. Exactly the same as
Nuadas sword it disappeared. You leaves the book and paints on the statue (as
with Nuadas sword). The girl keeps a salmon in the hand sudden. You return to
the
book and ask Airmid for the salmon. Since it again-has it, it can help you. It
made a Amulett from the fact that brother Felim under water lets breathe and him
will protect. Your way leads you immediately back to the bird island. You
descend
again to the well and use the Amulett (the salmon). In this way you arrive at
the
glaesernen tower with the silver hand. Since you cannot begin anything thereby,
you bring him to Dian Cùcht, the schmied and sound one in the book. It actually
takes it and preserves it little " more fragile ". An impact with the sword of
the king Nuada, itself still in your inventory, does a remaining finds. You
seize
the silver hand and bring her to the king, who requires then still its sword. As
soon as it obtained its sword, it defeats Bres in the fight. Of Bres only the
antinode bulge tank remains, which falls by the clouds. With your return you
will
receive it from upper monk Liam and brother Finbar, those both again well goes.
You released the island. Liam brings you a further triangular stone, which he
found in Bres ' antinode bulge tank at the chapel wall. *** TRANSLATION ENDS
HERE
***
Intermediate sequence
Again on the boat. You speak possibly again with the Schamanen. Then uses you a
further stone on the map of the world and goes on your second journey, you after
Yukatan, the Maya world leads.
MAYA
You land in a landscape, which is determined by two large pyramids and different
smaller temples (?). You take over the role of Tepec, a Maya and cousin of the
king. You enter the first pyramid. In the vorraum you meet the younger brother
of
the king and a priest of the jaguar God. They tell you of the dangers, which
threaten the country. The army of the enemies (king Xul from Calco and its army)
move closer and vitally necessary corn spoils. The king has however no strength:
it is ill and cannot not erwehren itself the enemies. The God (pinnated queue /
the God Quetzalcoatl), which the country so far protected, sleeps. The country
does not get strength, no Chulel, more from it. All blood victims caused
nothing.
The people needs a more powerful God. The brother pinnated queue, Tezcatlipoca
the jaguar God, wants to take over its role. It requires however much blood as
opfergabe for its Chulel. The king and its daughter are to be sacrificed on the
following day, if it does not create up to then someone, pinnated queue to wake
and their Chulel receive. The healthy brother of the current king is to become
then in his place king. It will receive the jaguar God, a blutduerstigen God,
anbeten and its Chulel for it. In the neighbour space you meet the Priesterin,
which you ask for the condition of the king. It told by the weakness of the king
by the constant useless blood victims and asks you to bring it some a binding
for
further victims. These victims are to wake Quetzalcoatl. You enter the next
space, in which the king, its daughter and an advisor are. You speak with the
king about all points. Before it requires however for a binding, which it needs
for a further blood victim. You give it a binding and the blood of the king flow
in. The king seems to have resigned itself to his fate. Its brother will become
king and with the assistance of the jaguar God the enemies will defeat. The
people verhungert due to the constant harvest failures. It is not a protective
God there. You address your words then to the advisor of the king. He hopes
still
that Quetzalcoatl up to the dusk can be waked. The king daughter is ready to
sacrifice itself the jaguar God if thereby the requests are erhoert after
assistance. After you asked all questions and you want to leave the space, the
king, the Priesterin binding asks to bring you with his blood. The Priesterin
brings the victim, but she sees only the jaguar God in the smoke. You discuss
again all points with it. It requires you on in the realm of the dead ones to go
to Xibalba to wake up and its Chulel get in order to find Quetzalcoatl there,
it.
Tezcatlipoca and Quetzalcoatl are twins. If you find Tezcatlipoca and bring him
to speaking, then you will find also Quetzalcoat. You reject however first its
request and continue to look around. You leaves the first pyramid and goes to
the
second pyramid. You go until quite above, where you discover a statue, from
whose
lower section a Obsidianstein loosened have yourself. On the other page is a
stone with an asterisk (image of the large car). Everything this does not help
you unfortunately. Stairs lead downward. With the Umschauen you discover two
hinweistafeln. Both contain referring to numbers (and twenties). You land
finally
before a mystery, consisting of 4 fields, on which balls and staffs can be
located. You speak with a man before stairs, which continue to lead downward
still. It gives you an advice for the loosening of the mystery. " the number of
the jaguar God is those the bat with itself times ". With this note you can
begin
however nothing, since the number of the bat is missing to you. You go again to
the Priesterin in the first pyramid and speak again with it. This mark explain
yourself you ready to go into the realm of the dead ones. The Priesterin sends
you there. There you are received from the bat God. On one its wing discover you
three points. Should this be the bat number? You talk with the bat God and tell
him that you pinnated on the search for queue are. It reports that do not
pinnated queue to be found here is. Thus you ask for the jaguar God. In order to
find it, it is said to you that you must travel with the boat over the river on
the large island. In order to arrive there, you need the assistance of Chac, the
frog, which is on the small island. Both islands can be achieved however only by
means of the rainbow bridge. You can cross the bridge only if you structure her
again. You look around on the spot a little. Because of the river you see a
boat,
which you cannot achieve however being. You go back to the bat God, turn you
then
to the left and go toward the bushes. To your feet you discover then a further
mystery, that the rainbow bridge. The mystery is a rectangle, which consists of
9
fields. Best wins you an overview, if you the individual fields durchnummeriert.
The point is above the 1, among them from on the left of to the right the fields
2 and 3, under it the fields 4, 5 and 6, afterwards the fields 7 and 8 and the
point down forms the 9. In field 1 sets you the page frame with the red mark.
With the help of the right mouse button you turn the page frame to the red mark
in the upper left corner sit. In field 2 belongs the page frame with the blue
mark, which sits on the right in the center. Field 3 receives the page frame
with
orange. The mark sits above. Field 4 contains the page frame with the Tuerkis
mark. It must be turned in such a way that the Tuerkis mark sits in the lower
left corner. Into the fifth field a page frame without colour belongs. In the
lower right corner is a mark, which looks like water. The field 6 contains the
page frame with the yellow mark. It is arranged in such a way that the yellow
mark is in the lower corner on the right. In field 7 the page frame with a
markmark mark, which is turned into the upper right page, belongs parallel to
the
Tuerkis mark 4. Field. In field 8 the page frame with the green mark sits. The
green mark is half covered by a way cross. After the page frames were arranged,
lets you the small figure the way run. If the page frames were arranged
correctly, sounded with each run colour (lila one, blue, tuerkis, green, yellow,
orange, red) a tone and a further part of the bridge one builds, i.e. the
rainbow
down on the right develops. If you loosened the mystery, you can use the boat.
You go first on the large island, which is situated directly opposite your
landing place. When searching the soil you will find an asterisk. Search
thereupon after further 6 asterisks (see note on the pyramid). I cannot supply a
way specification. You should not give the search up simply. On detours (you go
with the boat straightforward, make then a turn toward mushrooms. These past the
way leads past further straightforward, by the red blattpflanzen through then on
the right a thing with red points) arrives you at a freely which is situated
stone with 18 holes, the asterisk mystery. If you remember the note to pyramid
1,
you should be able to arrange the asterisks correctly (i.e. the large cars to
copy). If you not must check again on the second pyramid. Not far far away from
it is a statue, into which you can insert the Obsidianstein, which you took
above
on the second pyramid out of a statue. You should not try it however yet. Keep
your stone. You discover a statue with the image of the jaguar God, at which a
stone is likewise missing, which you must only still procure. You go back to the
river and drive back to the bat God on the other page of the flat steel bar you
indicate to him the fact that you found the jaguar God but not with him to talk
can. It requires you on with Chac, the frog, to talk. You mount again the boat
and drive the river to the left down there. With the third stop of the boat you
look the bushes up on the left side off and find an input, which leads you to
Chac. Unfortunately it does not talk with you. You return again to the bat God
and ask him to Chac. You receive the advice to give to eat the frog. It eats
insects. You mount your boat again and drive the river again to the left down.
With 5. Stop of the boat finds a possibility on the right page of entering the
jungle. You arrive at a spider network, in whose center a spider squats. If you
go toward the spider (on the spider 1-2x click), you detect insects in the
center. Unfortunately it carries you again and again on the soil, without you
can
arrive at the insects. Your way leads you back into the boat and to the bat God,
which you ask for assistance. You experience the fact that the spider guards its
network and to their treasures does not leave human natures. It has also still
children! Since you can align first nothing further in the jungle, you return to
the Mayawelt with the pyramids. Click the bat God 2x on and it returns you to
the
Priesterin. You report it of everything that you experienced and she asks for
the
still unresolved functions out. It gives you further assistance to the second
Obsidianstein. Also over Chac and the spider you experience something. You go
only again into the second pyramid, in order to loosen the mystery of the jaguar
God. The number of the bat is 3. Each ball in the lower field counts 1. Each
staff counts 5. The note of the priest: The number of the jaguar God is times-
taken those to the bat with itself, results in thus 9. You sets in the lower
field down one staff (= 5) and over it 5 balls (= 4). After the balls and the
staff were arranged correctly, the priest the stairs lets you descend. Here you
find a further priest, again before stairs. This gives you the note: The number
of the Jaguar with itself times, results in those the queue. The multiplication
9
x 9 results in 81. You continue to move and find a new hinweistafel to the
individual fields of the mystery with the balls and staffs. In the lower field
the ball 1, the staff 5 counts, in the second field counts the ball 20. In the
third field the ball 400 counts, thus a staff 2000. You find a board with four
fields again. You sets 1 ball in the lowest field (= 1); in the second field
then
4 balls (4x20) results in together 81. You talk with the priest at the stairs
and
he let you again now further go downward. You follow the course and before a
door
find you on the left side a switch and you can the space enter. In the center of
the space with the crocodile is a further mystery. If you look around, if you
are
before the crocodile, you can see a fourth hinweistafel. You continue to
continue
the multiplication begun above. The number of the queue multiplied by itself
results in the number of the crocodile. 81 x 81 = 6561. In the lowest field 1
ball (= 1), in the second field 1 staff and 3 balls (= 160), in the third field
with the thousand-ore awls 3 staebchen and 1 ball (= 6000 + 400) results in
together 6561. The crocodile opens its muzzle and you can from it the second
Obsidianstein take. If you take the stone, the door slams shut the output. On
the
other page you discover two recesses, into which you can insert both
Obsidiansteine. Down a gap opens, by which you can out-creep. You must however
before take the stones from the wall and leave only then the space. With the two
stones you return to the Priesterin to pyramid 1 and talk again about everything
with it. If you should not have loosened the asterisk mystery yet, regard ' to
you again the note above on the second pyramid. Subsequently, you click in the
space of the Priesterin on the statue of the bat God at the right page and you
are again in the jungle. You drive with the boat again to the large island
directly opposite the landing place and look the statues up, into which the
stones must be inserted (at the anchorage you turn and turn to the right on the
pointed towers in the foreground. You go at the outside edge of the island along
-
 the river is on your right page - up to the asterisk mystery and the statues.)
If necessary you should now - if you did not do it yet - the asterisk mystery to
solve and the asterisks on the stone to correctly arrange. After you positioned
both stones correctly in the statues, you can speak with the jaguar God. You
tell
it of your king and its problems, ask him then for a discussion with its brother
Quetzalcoatl, pinnated queue. It points you thereupon that its brother is weak
and cannot not help. You persist however in a discussion. The column turns and
pinnated queue appears. Also you report to it of the problems of your people. It
promises to give you the Chulel require however the heads, which must have been
hidden by its brother. You promise to procure the heads. To the parting you
receive a feather/spring (green page). Since you do not know, what you are to
do,
you go you again to the spiders (river downward to the left, with 5. Stop of the
boat). You climb the left tree and regard the network with the spider exactly.
You must the spider with the help of the hole in the network and the
feather/spring pinnated queue to out-cheat. Go the outside edge along up to the
hole in the network. Go toward the spider, lure it with the green page
(feather/spring), send it to you, go then at the outside edge along to the right
at the hole past and directly toward the insects. To seizing the crawler-type
vehicle you continue to go immediately straight ahead and branch downward. Store
the play. You climb again on the left tree. Now are two spiders on the network.
You lure the one spider again with the feather/spring left beside the hole, go
then the outside edge along to the right, until the second spider follows you.
With the second spider in the back it goes once approximately at the hole, then
past directly toward the insects. You seize the grasshopper and go
straightforward further with a branch downward. Store your play again. You go
again the way the tree up and meet now the spider nut/mother. Still you should
use the trick with the network. You can put the page on the right from you on
the
network. Then you go past to the left at the hole toward the spider. It comes to
meet you. You decrease/go back immediately again and seize the article on the
right in front from you (a sword). With this sword you hit 1-2x the spider; then
again the heads run for the center of the hole and seize; straightforward
further
and downward. A further impact with the sword - and I was down-pushed by the
spider and had to again try it. the play is important after each paragraph
(spider 1 - 2 spiders - 3. To store spider), since one must start otherwise
again
from the beginning. According to the predicate of the bat God the frog Chac must
be fed. With the insects just ergaunerten and the heads you enter the boat again
and drive back to Chac. You feed it with the crawler-type vehicle and he give
you
tap: The jaguar God hears on the call of the asterisks. The grasshopper brings a
further taps to day: Do the smoking mirror and its mirror have feet? Since you
already loosened both mysteries, Chacs advice brings you nothing more. You turn
back to the large island opposite the landing place and bring Quetzalcoatl,
pinnated queue, the heads. As return you receive its Chulel. You turn back to
the
king, who is to predicate of the Priesterin still more badly, and present to him
the Chulel pinnated queue. The king requires for his sword, in order to fight
its
enemies. The councellor comes with the message that the enemy, king Xul toist
and
withdrew themselves its army after Calco. Also corn is again healthy. As thanks
for the rescue of the king and the people you receive a further stone from the
Priesterin. The shadow of death twisted itself also here.
                                        
Intermediate sequence:
in the boat. You talk again with the Schamanen and insert then a third stone
into
the map of the world. This time the way leads you to China. You take over the
role doctor of the Wei, which is to lead the registerregister register in the
office for district of Liyang. In the monastery forecourt you meet the master
pointing the way on Wu Tai.Shih. It indicates that your further way is blocked
by
a shadow, that the gate of the monastery to you after outside blocked. You go
toward the monastery and go once on the internal course around. You ask the
monk,
which meets and experiences you that all monks left the monastery and the
Exorzisten followed. Since then a strange asterisk in the sky is, the monastery
by spirit is constantly afflicted, which the monks are helplessly delivered. On
the shadow, which blocks the monastery gate, addressed, he reports that probably
all monastery passengers verdursten become, if the shadow does not disappear,
since the well is outside of the monastery. Subsequently, you enter the
monastery
and turn to the left, where you meet the monastery abbott. You address it on
everything. You experience that only master Tan Yan can help. It left the
monastery before three hundred seventeen years and attained the Unsterblichkeit.
You would like to know, how one arrives at him. The abbott reports that many
tried in the course of the centuries at him to arrive that however none
returned.
Since all monks up to two, to which the abbott does not think capable of this
function, are on the way, you are to try to arrive at master Tan Yan. Tan Yan
created a magic path for those, which want to arrive at him. The master pointing
the way Wu Tai Shih can help you to find the way. Since this is too old, he
would
not find the way back any longer, and then there would be none more, which could
point the way. You ask the abbott after the shadow. It expresses the assumption
that it has to do something with the new asterisk. A heavenly body, the day and
night seem, bring the world from the equilibrium. After the discussion with the
abbott you go again to the monk, which you found outside on the internal
rundgang
and for master Tan Yan. does not ask it unfortunately experiences you anything
new. Thus you ask again the old man in the forecourt (Wu Tai Shih, the master
pointing the way). You report to it of your discussion with the abbott and ask
for master Tan Yan. he acknowledged the fact that he can help you and asks you
to
come into the turtle hall. Thus you go again into the monastery. This mark go
you
straightforward. In the space left you find a monk, which gives strange messages
of itself, and unfortunately also not continues to help to you. On the right
page - in the door is a red square meet you again on the master pointing the way
Wu Tai Shih. In the center of the space you see a basin with something, which
looks like water. From the door you continue to go straightforward up to the
window, then on the corner of the squares toward the soil. Diagonally from you
the master pointing the way is in the other corner. You go a step toward him and
address him. It gives you a turtle and a framework. You ask it for the ritual.
He
says that only the directions must be determined, so that you can travel to the
house of the tiger. You sets the turtle on the water in the center of the space.
Then you stop the outside ring with the four symbols correctly. You click on one
of tsymbols and can detect all four (river, pagode, level and mountain) then
largely. You should note the colours of the individual symbols (river knows /
pagode red / level green / mountain yellow). Subsequently, turn the outside set
in such a way that the symbol with the mountain above is and points to the wall,
at which the master pointing the way is. You go back to the window (door/window
a
line) and begin your way on the hitting a corner square, diagonally to the
master. Address the master pointing the way. You say to him that you are ready
to
begin the journey. You follow then exactly the statements of the master (in each
case a step!!). Go first straightforward toward mountain (on the wall with the
master too). Go then to the right (direction pagode), then again to the right
(direction level), thereupon to the left (direction pagode), then again to the
left (direction mountain), afterwards again to the left (direction river);
(direction mountain) and you see locking again to the right on the wall with the
master. You go finally once in the set. Then, and you the kite gate occurred
still two steps on the wall too, which opens. Search in the following space of
everything off. In a crate you find an article, with which you can ignite the
Raeucherkerzen on the right. You place yourself in such a way the fact that you
see toward pond and catches then with the Raeucherstaebchen, left behind you is
on (the sequence: red, green, lila, knows). You drive away in the clockwise
direction and ignite in sequence all Raeucherstaebchen. Subsequently, you can
enter the field before you, on whom individual figures are. You shrink and
continue toward lake. You leaves the space and arrives after outside to before a
bridge, which must be still built. Left of you you detect a device with several
wooden switches. On the soil you collect 5 figures and a purse in. With these
articles you turn back into the kite space. The figures must be located on the
soil with the figures correctly. Into the center the purse belongs. You make
yourself again large and set then the figures on the soil to the correct
workstation. If you know the figures and the purse correctly arranged, you can
speak with the figures. You make yourself again small and talk with them. They
require cash. You give a coin from your purse to each figure and receive as
return for it a coin. Subsequently, 5 coins are in your inventory. Coin: creates
wood coin: fire bears and by the metal is devoured coin: of the water floods
coin: Metal develops and of the wood destroys coin: produces water and becomes
from the fire verzehrt with these 5 coins goes you again the bridge and then the
device, which you noticed initially. You must build the bridge on the right
before you in two sections. You uses the coins from left to the right for the
first paragraph in the following order: Coin 4: Metal develops and of the wood
destroys coin 5: produces water and becomes from the fire verzehrt. Coin 1:
creates wood coin 2: fire bears and by the metal is devoured coin 3: flooded by
the water are correctly arranged the coins, the first part of the bridge
develops. Then exchanges you for the second section the coins. Of on the left of
the to the right following order: Coin 1: creates wood coin 3: of the water
floods coin 5: produces water and becomes from the fire verzehrt coin 2: fire
bears and by the metal is devoured. Coin 4: Metal develops and by the wood is
destroyed. After the successful building of the bridge, you enter these and go
up
to the golden gate at the gate continue to direct you the arrow toward the fox
(in addition on the fox to click) and pass through by the golden kite gate.
Outside the flying kite waits for you. In the first space a further puzzle sees
at the left wall. By alternating clicking of the individual sections of the
cards
on the right of or left you must achieve that all 5 items are shifted below
upward. After each successful shifting you should store!! The individual items
below down upward carried, you can take a white ball to puzzles in the kite
haste
you on the right page out of a hole. You enter the next space, turn you and see
a
golden rectangle at the wall with a hole. There you put the even received ball
in, and the journey goes loosely. You leaves the kite at the landing strip and
goes toward the door before you. You try through too go, are however again
removed. Go once on the right around toward a further door and try to enter
these. In this instant the Unsterbliche master Tan Yan. appears you reports to
him of the problems of the monastery. He explains himself ready to help you if
you bring it the mushroom of the Unsterblichkeit. You experience that already
many tried did not return, this mushroom to procure, but. It opens the door to
the hell for you, which you can enter then again from on the right. At the input
a Daemon, which you address on the mushroom of the Unsterblichkeit, expects you.
It requires a form of you you understands that you must deliver correctly
stamped
a form, in order a mushroom to receive. You can a form be given and goes to the
inside. You meet there strangely flying around natures. You again ask the Daemon
at the door input and experience that these natures were humans, who delivered
correctly not stamped forms. You err little and meet further Daemonen, which you
cannot achieve partially, because they are on the heading. Everyone of them
gives
you a stamp on the form. You can achieve the Daemonen, which is on the heading,
only if you uses the rotary " roll loading ", which is in some places. Control
room with the stamping of your form, until you meet a woman. You address these.
It should give you a fan, which displays the exact order of the symbols on the
correctly stamped form. If she should not you a fan give and say that you did
not
save her, you must turn the arrow back to the golden kite gate and into the
other
direction (instead of arrow on fox arrow on hunters, or in reverse). Go then
back
into hell and look the girl up again. If it gave you the fan, try to get exactly
the indicated stamps, which the fan from on the left of to the right displays,
on
your form from above downward. You find 6 Daemonen, of which 3 on the heading -
these cannot achieve you thus only by revolution revolution: blue-dressed Daemon
-
 you do not receive revolution to marks: yellow-dressed Daemon - you do not
receive a queue revolution: lila Daemon - you receive a horse heading a
revolution: green-dressed Daemon - you receive a loewenkopf a revolution: red-
dressed Daemon - you receive a horse a revolution: lila Daemon - you receive a
robbery cat store the play in each case, before you require a stamp. Take the
stamped form then immediately into your inventory, otherwise you receive a
further stamp. Finally you deliver the correctly stamped form at the input and
receive the mushroom of the Unsterblichkeit. You leaves hell and speaks again
with master Tan Yan. question him first still after all things, before you
present the mushroom to him. After long back and forth he presents a lamp with a
queue to you. You uses again the kite. Ball out of the hole (golden rectangle)
take and again put in and land behind the golden kite gate. You pass through,
over the bridge back into the kite space, by the wall, whose opening closes, by
the turtle hall after outside. A film sequence follows, while to which you go
with the lamp into the monastery forecourt. The lamp catches on to burn, a queue
distance-lights up to it and destroys the shadow. You again defeated the
darkness. All already well-known inhabitants appear and master Wu Tao Shih bring
to you a further triangular stone, which the girl from hell delivered as thanks
for its rescue for you.
Intermediate sequence
again in the boat speech again with the Schamanen you should have now 3 further
stones in the inventory, as well as three stones on the map of the world. Now
the
individual sections of your journeys must be interconnected still. The crystal
ball must be transformed into a crystal. In addition you must visit all travel
places again and find the pla, in which the markings on the crystal ball
discolour red. Journey first again to Ireland, by clicking on the appropriate
stone on the map of the world. Go to the water, steige on your mould and travel
to the bird island. There you take the ball to the hand and look the ruin up
with
the tree, which is left of it, exactly off. You should go a step forward and
include a part of the sky. If the markings on the ball discolour red, click with
the mouse. You are hurled in the universe. There look up the sun and try it to
click, the journey goes then further around the sun and back to the earth. Click
on the bright ball and you can then the earth again achieve. Leave Ireland by
the
crying face in the chapel kapellenvorraum. If you should not be able to click
the
sun yet, only with your second journey in the universe possible will be. As soon
as you returned on the ship, travels you again to China. Go you into the turtle
space, directly on the wall too, which you crossed already once; it will open.
Go
into the kite space direction pond, Mach ' you small and follow the way to the
golden gate turn there you to the left and hold themselves the ball in such a
way
against the sky that the two rock before you are entered with. You are hurled
again in the universe. This mark should you the sun to click be able and her
orbit. You go back into the monastery forecourt and take the kloeppel, which is
on the right page of the large gong (if necessary you must turn a little, thus
you him see yourself) impact with the kloeppel on the gong and you turn back on
the ship. You go now again after Yukatan, into the Mayawelt. Go there into the
direction of the first pyramid (,in that the king is) and place you against the
left stairway. Tricks you over, on the right before you you see a temple and the
part of a tree (also in the foreground is a temple with building m) search the
sky off and the markings on your ball will color itself red. Again you go on the
journey around the sun. Back on the ship you must use the ball a last mark. You
go the stairs up at deck and turn. You hold the ball against the bug of the ship
direction sky. This mark is a little longer the journey. You click on the sun,
orbit her, click again on it, further are then hurled and land more deeply in
the
ALL, click there on a lighting up asterisk, and see then suddenly kristallene
sparks flying. You click on the next asterisk and to you again the bright ball
see so on and then the earth, to which you return. Back on the ship you speak
again with the Schamanen. If you see into your inventory, the ball should have
deformed to a crystal. You uses the remaining triangular stones on the map of
the
world before you. Note you exactly the order, in which you used the six stones,
before you on the remaining open place in the center sets and clicks the new
crystal. If you made everything correct, the journey brings you after Shambhala.
SHAMBHALA
You follow the way up to a lake, which you orbit. There you meet the last queen
of Atlantis named Rhea. Ask it extensively out and you much new over you and
your
role in this play will experience. You must unite the light and the darkness.
The
last fight is approaching close. After you spoke with the queen about
everything,
leaves you Shambhala over one of the two possible outputs (on the left of clouds
or on the right of rock). You are hurled again to different places of your
journey and must gather there different articles. Everyone of the places, at
which you land, has two outputs, which you should use both in sequence, in order
to arrive at all articles. At the conclusion 16 articles should be in your
inventory: a stick, a feather/spring (green page), a brush, the lamp with the
queue, the silver hand, one of the disks for the bridge construction in China,
the fan, the bowl with Chulel, the mushroom of the Unsterblichkeit; the white
ball, an asterisk, the Amulett (of Airmid), the grasshopper, the sword, the
turtle and the jug. For the last ATS, the journey after Atlantis you must be
able
to be brought again into the work room of the Irish monastery (some time has me
cost). There you must use the asterisk from the jungle with the window left by
you and you land in Atlantis (?). you sit in a sea-rose and see before you
louder
red curtains with the figures of the six stones. Hopefully you noted the order,
in which you used the stones on the map of the world in the ship. The curtains
must be clicked now exactly in the order, in which they were used into the map
of
the world by you, successively. You see now a film sequence, how you fly with
your boat to Atlantis and sink under water. After long Herumirren on the sea-
bottom, you should see stairs, which you climb before you. You go twice to the
right, until you find a crystal on a metallic verzierten disk. Your crystal
receives a golden ring. Left is a house balustrade, at which you go long. As
soon
as you see a door before you, there is only few steps up to the target and not
far of you sits a tintenfisch, whose Tentakelarme you must cut off. Go with the
crystal in the ring on the Tentakel. As soon as the crystal - shaken by current
impacts - lights up, click with the mouse several times on the lever of the
tintenfisches, until it is separated. Exactly the same proceed with the other
levers. The whole affair must take place very fast, otherwise you die, must
again
begin and find the way to the tintenfisch. Store best, as soon as you found the
tintenfisch. After you successfully cut 4 or more Tentakeln off, the darkness
was
finally defeated by you. You land again on the boat. The Schamane gives you
again
your crystal. He says to you that the journey is almost completed for origin.
Again insert the crystal into the world disk. You are hurled again in the
universe. Fly around the sun and again inside. Then you look a lila asterisk up
in the ALL and fly inside. The last step on the way in the paradies is a white
hole in a red background. You fly directly to the paradies, where you remove
enjoy can. Remarks on problems of the play: You can store max. 99 spielstaende,
in addition, afterwards the play displays no error message when storing, does
not
store not. You notice this error only if you try to load a spielstand, because
it
then at all does not give. It can occur to you thus, which you play already for
hours, without one stored. Then nothing different one remains for you to delete
than spielstaende of the start in order to free workstation and enter again with
the last stored spielstand again.



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