The Secrets of Atlantis: The Sacred Legacy

by MaGtRo about 40 minutes to read


The
Secrets of Atlantis: The Sacred Legacy


by
Nobilis & Atlantis Interactive Entertainment

Walkthrough by
MaGtRo   December 2006

GamePlay:   
This is a first person, point and click mouse driven game. The main menu has
new game, load game, quit Atlantis and credits. During gameplay, the menu is
accessed by the ESC key. The gameplay menu has save game, graphic options (quality and screen size selections), sound options (master sound volume, music,
voice
and FX adjustments), game options (crosshair, inverted mouse and subtitles selections), quit game and back to game.

The inventory bar is
seen at
the bottom of the screen when the mouse is right clicked. An item is picked up and it attaches to the cursor.
Right click of mouse places it in inventory. To combine items, left click one
item in inventory and left click it on another item. To look at some documents,
right click on the document to see a close up. The items that can be looked up
this way have a cross at bottom right of the inventory square.

To talk to another
character, click on the character and a set of graphic topic selections is seen.
Click the graphic to select that dialogue. Click outside the selection to end
the conversation.

There are 9 saved game
slots.


Howard Brooks is on his
way home to New York from a meeting in Germany. He is aboard the Hindenburg
zeppelin that he helped build as an engineer. The zeppelin stalls and all
passengers are asked to go to their cabins. Howard looks through the window to
see if the engines are going. 2 men accost him.


Howard wakes up. You
play as Howard Brooks.

Zeppelin

Find out what
happened:
  

Top level – Look
around and realize that no one is around. Enter the dining area. Take the
crab pincer
on the middle table close to the wall and a coin from the
pile on the table across this one. Pan left and go forward.
Pan right and take the ashtray at the corner. Go to the corner by the
window. Turn right and see the ‘for emergency only case’. Use the ashtray to
break the glass and take the glass breaker.

Go to the right hallway
and look around at the other hallways. All the cabins are inaccessible. Go down the stairs.

Bottom level –
Turn left, forward and look outside to see that the engine is not moving. Turn left and enter
the radio room.

Radio room – Look around
and see that someone sabotaged the radios. Open the drawer at the corner and take
the nuts and bolts. Exit the room.

Turn right, forward and
take the ladder on the wall. Go forward to the end of hallway and enter the doorway on the left.

Steam room:   
Talk to Lou Garetti. Click on 3 dialogue selections. Learn that he was
following-protecting you by order of his boss. Learn about the 2 men that
sabotage the zeppelin and broke his legs. They escaped using the emergency
biplane. They are interested in something
Howard inherited from his father.  He states that the crew is fixing
the outer skin and the hydrogen tanks of the zeppelin. The passengers are all in their cabins.
To help fix the airship, he mentioned to turn around.

Fix the leaks:

Gas valves – Turn
around and go forward to the end. See 4 red valves, 3 of which is leaking steam.
Turn the top left, left and middle red control valves.

Leak – Turn right, left
and forward to the end of the ramp. Turn right, forward and turn left. Look up
and read the gauge. There’s still a leak somewhere.

Go back to the middle
ramp. Go forward and turn left on the tank just before Garetti. Place the ladder
to lean on the tank. Climb up. Look at the pipe above the gauges. There’s a
crack on the pipe and the gauges are on the red area.

Go down and go back to
the gas valves you turned. Use the crab pincer on the bolts at lower left of the
left gas valve. This takes the L-shaped pipe.

Go back to the top of
the tank. Pull the lever to the left to stop the flow of steam. Use the crab
pincers on the bolts above the gauges. Use the glass breaker to remove the
broken pipe. Place the L-shaped pipe as replacement.
Use the nuts and bolts on the holes.

Go back down to the gas
valves at the corner. Turn the middle and the right gas valves to allow the
steam to flow to that tank. Go back to the top of the tank. Turn the lever and
see that the gauge is on the green area.  Tada!

Talk to Garetti again
and he says to look for the pump.

Fix the pump:

Turn left, forward to
end and then right again. Look left and up to the gauge that is now on the green
area. Turn the lever on the lever on the right of the gauge. Look down and see
that the belt broke.

Go back and talk to
Garetti. He gives his belt.

Go back to the pump.
Turn the lever above to stop the pump. Place the belt at the pump on the floor. Turn
the lever back on and see that the belt holds.

Telex machine:

Go back to Garetti and
he now asks that you send a telex to his boss. The message is ‘The package is
intact. Please confirm delivery point’.

Radio room – Go
back to the radio room by exiting the steam engine room, right, forward and left to the
end of the hallway. Look out the window and see that the propeller is turning now.
Turn left and enter the radio room. Look at the 2 sparking broken wires on the
wall. That has got to be fixed. Exit the room.

Phone – Go up to
the upper level, go forward to the back hallway and right-forward to the phone
on the wall.

Use the coin on the
screw holding the wire. Do this to the other screw to get 2 wires. Go
back down to the radio room.

Fix the wires
Click on the bolts holding the wires above the telex machine (looks like a
typewriter). The 2 bolts dropped on the table. Do this to the other set of broken
wires attached to the machine on the right. Place the wires from the telephone
on the telex machine. The wires are automatically connected from the telex machine to the
machine on the right.

Message and reply
Click on the keys of the telex machine to automatically type the message. An
answer is sent back. Take the telex ribbon
left side of the telex machine.

Go back to Garetti. Give
him the telex ribbon. He said that Mr. Foster has asked the captain to land on top of the Empire State Building. Mr. Foster is on the 14th floor.


New
York

Watch the trip to New
York and see the Empire State Building ahead.

Get to the ground
floor:

Talk to Elmer, the
bellhop wearing a red uniform and learn that the elevators are having technical
difficulties and access to the fire stairs are for emergency only. You need to get a
badge at the ground floor to move freely in the building. There’s no way to go
down the stairs or the elevators – what to do?

Emergency procedure
– Pan left, forward, left to water cooler and left again to see mailboxes on the
left. Look at the emergency procedure posters on the wall left of the mailboxes.
It states that in case of fire, the bellhop will tell which stairs to use.
Look down and take papers from the trash can.

Mailboxes – Look
at all the active mailboxes that can be open. Open the middle bottom mailbox
labeled Elmer Mitchel. Take the letter. See that the letter in inventory
has a cross at bottom right. Right click to see a close up of the letter. Read
that Elmer – the bellhop is warned about security breach that could lead to
suspension.

Force Elmer to allow us access to the fire stairs –

Pan-go
right to end of hallway and then go left. Enter the small cafe on the right. Go
behind the counter and take the wastebasket.

Exit the cafe and go
right. Open the drawer of the small table left of the fire extinguisher. Take
the lighter.

Go back to Elmer the bellhop and give him his
letter-service note. Now, he will follow the safety procedures in case of fires.

From
Elmer, turn left and left again towards the water cooler. Face the hallway with
the mailboxes. In inventory, combine the wastebasket with the papers to get
full wastebasket
. Place the full wastebasket on the floor. Use the lighter
on the waste can.

Talk to Elmer who is now
directing as emergency protocol states and he tells to use the stairs.

Get a badge:

Jack Murray – At
Ground Floor, pan around and talk to the Jack Murray, the journalist who is leaning on the
wall. He’s been
waiting for one of the biggest star to come down. He has a badge.

Receptionist
Pan around and talk to the receptionist. Learn about Mr. Foster. She cannot give
you a badge to use the elevators. Greta Garbo is in the building and there was
an incident – a bellhop, maybe Harry Mitchel lost her luggage.

Harry – Pan left
and go to the corner. Go right to the elevators and talk to the bellhop
wearing green. When the Greta dialogue comes up, select green uniformed
bellhop-Harry. Then on the next selection choose the red bellhop – Elmer. If you
make a mistake and get thrown out, the game will let you start from the
beginning at ground floor. Harry says that Greta Garbo will come down in an
hour.

Jack Murray – Go
back to the journalist and talk to him about the badge. After giving him the
scoop on Greta, he gives the access badge.

Harry – Go back
to Harry by the open elevator. Show him the access badge.

Find what is going on with the elevators:

18th floor – Exit
to the 18th floor as seen on the number at far end of the elevator wall. Pan
left, forward, right, forward to end and right again. Go forward, pan right and take the
magnifying glass
in the open file cabinet. Enter the door across the filing
cabinets. Look at the name plate to know her name and then talk to Ellen O’Connor.
Learn about Miss Hatchet and talk about her hair down. Exit the room.

Go left, right, forward
to end of hallway and right to other hallway. Pan right and take the inventory register
on
top of the first filing cabinet. Look at it inventory and see that it is the
approved materials for the Equipment Services at the 5th floor.

Pan left, forward to end of hallway and
enter the door on the left. Talk to Ms. Hatchet. Learn that Mr. Foster has his
museum on the 14th floor. Exit the room.

Go left to the hallway
and enter the open emergency fire stairs on the right just pass the elevator hallway. Be
at 19th floor.

19th floor – Go
forward to end of hallway and talk to the receptionist of CineWorld. Talk to her
about Ellen O’Connor. She mentions the magazine with latest hair fashion. Pan around and take the CineWorld magazine from the
counter.

Turn around
and then talk to Greta Garbo’s bodyguard. Learn that he’s interested in the
ground floor receptionist and wants to know her first name.

18th floor – Go to the stairs and be down to
the 18th floor. Go to the outer hallway and give the CineWorld magazine to Ellen
O’Connor Talk to Ellen twice. Howard has a date with Ellen now with her hair down. Take the hairpin
on the desk.

Ground floor – Go to and take the 18th floor elevator down
to the ground floor. Go around to the front and talk to the receptionist. Learn
that her name is Julia.

Go back up the elevator
to the 18th floor, climb the stairs to the 19th floor and talk to the bodyguard.
After telling him Julia’s name, he mentions that there where suspicious men on
the 12th floor looking for a ‘Lansky’.

Go to the 19th floor elevators and see that 2
elevators are open at far
end on the left. The #4 at right goes to the -2nd floor at the basement. Take the #3
at left to get to the 12th floor.

12th floor – Talk to the
woman taking her break on the couch by the window. She says that Lansky spies on
his employees and that his office is across the bulletin board. Go right and the
right again to the outer hallway. Look at the bulletin board and see that employees work from 9 to 6
o’clock. Turn around and see that Lansky’s door is locked.

Lansky’s Office – Use Ellen’s hairpin on the
door and then enter the office. Search the coat hanging left of the door and see
a paper. Read it in inventory and see – to check with Elliot: Maintenance
crew uniforms, map of the 14th floor antiques room, elevator electricity plan.
Sounds like the elevator sabotage starts here.

Go left and forward to a safe with 6 dials at the
bottom and hands on the top.

Safe – Save game here. There are arrow hands on the
clock looking safe door face. 2 of each are colored similarly: yellow, white and
pink. There are arrow
points on the outside of the face that also color coded.

There are 2 rows of 3 dials. The top and bottom dials
on the left are yellow colored, the middle ones are white and the right ones are pink
colored. Each dials when clicked on the right side turns the corresponding
colored arrow above clockwise, while clicking on the left turn the arrows
counterclockwise. The top dials turns the arrows 7 spaces while the bottom
arrows turns it 5 spaces. There is a block close to the top position that stops
the arrows from moving to a full circle.

The aim is to position the colored arrow hands to
point at the matching colored arrow points.

From saved game that has not touched the puzzle:

1. Yellow – The arrow hands are one away from the
corresponding arrow points.

Turn top right once, bottom left once, top right once,
bottom left once, top right once and bottom left twice. The arrows hands are in
position.

2. White – The arrow hands are 11 spaces away from the
corresponding arrow points.

Turn top right once, bottom left once, top right once,
bottom left once and top right once. The arrows hands are in position.

3. Pink – The arrow hands are 6 spaces away from the
corresponding arrow points.

Turn top right twice, bottom left once, top right once
and bottom left twice. The arrows hands are in position.

Safe opens with a tada sound. Take the heavy metal key.

Go the painting at the corner of the room left of the
safe. Click the painting to reveal a grate that Lansky used to spy on his employees.
Hear
them say something about layout of the floor, numbers and a broad. Howard writes down on the scribbled note:
-2, 8, 13, 7 and 14. Exit the room.

Go left, forward and look at the poster on the left. It must
have been taken during the inauguration of the Empire State Building but the
date is fuzzy. Use the magnifying lens on the poster to read it as the first of
May, 1931. Go back to the elevator.

Get to the 14th floor:

18th floor – Take the elevator to the 19th floor and
down the stairs to the 18th.

Go to Miss Hatchet’s office and see it ransacked. She
is unconscious on the floor. Go to Ellen’s office at the other hallway and tell
her about Miss Hatchet. Talk to Ellen again.

Locked box – Go back to Miss Hatchet’s office
and see a notepad on the floor. Read it in inventory.

Look at the locked box on the chair. It needs 5
digits. The notebook’s 5 items are all numbers. Hmmm…

Elevator doors – There are 8 elevator doors in each
floor.

Maintenance floor – Go to Ellen and ask her about the
maintenance floor. She says it is on the 4th floor.

Employee’s arrival time – The bulletin board states
the working hours are 9 – 6 o’clock.

Empire State Building inauguration – The poster states
first of May, 1931.

Equipment services – The inventory register picked up
on this floor states it is on the 5th floor.

Enter on the locked box, from left to right: 8 4 9 1
5. Take the security key.

Exit the room and go to the fire emergency stairs. Go
up to the 19th floor. Take the #4 elevator to the -2 basement.

-2nd floor – Pan
to the right, forward and see a man enter a metal door. Go forward and see that
the door cannot be opened. Pan left and take the fire extinguisher.

Turn around, forward and look at the locked metal door
on the right. Use the heavy metal key from the safe on the door. Tada.


Elevator engine room –
 Look left at the destroyed wires on the elevator
electrical panel. Turn around and go forward to the padlocked cabinet on the
opposite wall. Use the fire extinguisher on the padlock. Take the jump leads.

Sabotaged electrical panel – Go back to the
elevator electrical panel. Look down and place the jump leads on the shelf.

Study the panel and see that there are panels for
elevators 1 -4 with floors -2 to 14.

Using the numbers mentioned by the thugs and written
in the scribbled note – -2, 8, 13, 7 and 14, we know where to place the leads.

To know if it works, look down and insert the security
key on the black box above the shelf with the jump leads. Click the key to turn
it on.

Elevator 1 – place jump lead on floor -2 and 8. See
the green light show that elevator 1 is functional.

Elevator 2 – place jump lead on floor 8 and 13. See
the green light show that elevator 2 is functional.

Elevator 3 – place jump lead on floor 13 and 7. See
the green light show that elevator 3 is functional.

Elevator 4 – place jump lead on floor 7 and 14. See
the green light show that elevator 4 is functional.

Tada – all 4 elevators are now working.

Go back to the elevator and enter. Automatically exit
to the 14th floor.


Mr. Foster:

Wow!  Go forward to the end and talk to Miss
Pennington, the secretary. The door to Mr. Foster’s office is opened.

Double wow! Enter and go forward to talk to Mr.
Charles Randolph Foster. Before he talks to you, he wants you to play his
recently acquired game.

Jade stones and scarab game – The object of the
game is to move the pawn to land on the places where the 3 stones are located
without being caught by the scarab. Click and drop the pawn on the next diagonal
white square.

After completing the puzzle talk to Mr. Foster. He gives Howard his father’s medallion. Learn
about Elliot and the Thule group, connection to Atlantis and the race to get
there. Elliot stole a copy of the medallion. There are 3 medallions that make
up a key to an ancient relic hidden in a sanctuary. The other 2 keys are held by
an archeologist and a former army officer. Foster wants to use it to help
humanity but the Thule group, who thinks they are the rightful heirs to Atlantis
wants to use it for nefarious deeds. Elliot is a treasure hunter. Howard agrees.
Miss Pennington will give the particulars.

Exit and talk to Miss Pennington. Miss Sullivan, a
historian and archeologist has one of the medallions and is in Macao. The other
medallion is held by Captain Nathaniel Blackwood, a former Intelligence officer
in the army. His whereabouts are unknown. The Hindenburg will bring Howard to
Macao.

Exit the museum and watch the zeppelin cross the
United States and Pacific Ocean to land in Macao, China.


Macao


Look for information about Miss Sullivan:

Go forward to the Chinese junk casino. Talk to the Chinese in blue – Li Tang. He’s the bouncer. You can
talk to the bartender and the hospitality hostess at the corner.

Gambler:    Talk to the man in white shirt and he asks that you
bet for him on the rat race. He is banned from betting. He gives gambler’s
bet
(money). Go to the corner left of the stairs and hear that the betting booth is manned
by a snoring man. Go to the other side of the stairs and see a curtain with a
dragon motif. The door to the betting office is locked by a slider puzzle.

Dragon slider puzzle – Save game here. The motif for the slider
puzzle is the dragon shown on the curtain. Do the puzzle but Li Tang, the
bouncer will keep an eye on you. Immediately, turn around and go forward to the race table.
Then go back and continue the puzzle. If he catches you, the pattern of the
puzzle might be different when you go back.

Row 1 = 15, 14, 13, 9, 5, 6, 10, 14, 13, 9, 5, 6, 10, 14,
15, 11, 7, 6, 10, 11, 12, 8, 7, 3, 2, 6, 7, 3, 4, 8.

Row 2 = 7, 6, 10,
9, 5, 6, 10, 14, 15, 16, 12, 11, 10, 14, 15, 16, 12, 8, 7, 11, 12, 8, 7,
6, 5, 9.

Row 3-4 = 10, 11, 15, 14, 13, 9, 10, 11, 15, 16, 12, 11, 15, 14, 13, 9,
10, 11, 15, 14, 13, 9, 10, 14, 15, 11, 10, 14, 15, 16.

Door opens.

After completing the puzzle, enter inside and wake up
the man. Give him the gambler’s bet. He registers the bet. Talk to him again and
he gives the receipt.

Go back out and give the white shirted man the
receipt. The race starts and #6 wins. Talk to him again and he gives Howard
small sum of money
. He says that Ishtar might know Miss Sullivan, the
archeologist. She will be here since she likes to bet on rat races too. Ishtar
arrives.

Ishtar:    Talk to Ishtar. She
will help you get in touch with her friend Miss Sullivan if you can sabotage the
generator as a nudge for rat race.

Generator – Talk to the barman. Learn that the
junk casino has the generator at the back of the bar and that he likes the lady
in red sitting by the bar. Talk to the lady in red. Talk to the barman again to
buy a drink for the lady in red. Talk to Chun Ying, the lady in red again –
twice to ask her help with the barman. Give the small sum of money to the barman
and see that he places a bottle on the bar. Watch and wait – the barman falls
asleep. Talk to Chun Ying again.

Go behind the bar now. Enter the panel on the wall and
check the generator. Pan right and see a hole in the wall which is a handy place
to hide in. Pull the lever of the generator and then immediately hide in the
dark hole in the wall. See the hand of Li Tang pull the lever again to turn the
lights on. Exit the generator room.

Talk to Ishtar and she was successful in winning in the rat race. Learn that she
is Kate Sullivan, the archeologist and that she has the pewter medallion. She is
following half a bas-relief that was found here in Macao. It is essential for
the search for the relic. You need to be at the poker game since the bas-relief
is to be a bet in the game. She gives large sum of money.

Get to join the poker game at upper deck:    Talk to the bouncer,
Li Tang. Show him the money. You need a password.

Password – Enter the betting room. The man is still asleep. Take and read
the paper on the table by him. Pan left and look at the calendar. Click on it
for Howard to say the date – Saturday, April 10, 1937. There’s a full moon
depicted under it.

A paper entitled "Password",
with a list of words  that corresponds to dates:

Spring: Tiger

Summer: Dragon

Autumn: Monkey

Winter: Dog

New moon: Four of a kind

First quarter: Three of a kind

Full moon: Two Pairs

Last quarter: Pair

Monday: Jack

Tuesday: Queen

Thursday: King

Saturday: Ace

Talk to Li Tang again. He asks who will win tonight. Select Tiger for
spring –
April, then select 2 pairs of kings for full moon and ace of clubs for Saturday.
He gives winch code to lower the sails.

Talk to Ishtar and you will automatically be up on the deck at the back of the
junk.

Raising the sails – Check the winch code given by Li Tang. Remember that
starboard is the right side of the ship and port is the left side. You are
facing the back of the junk. So the left ideogram is the top one on the winch
code. It is tricksy because the clues are only on the number written not the
position of where the number is located.

Three Chinese ideograms with a short sentence opposite
each symbols:

One turn less than the second halyard to starboard

Two times more turns that the third halyard to port

On turn less than the first halyard to starboard.

While facing the winches, turn the left to +3, the middle to -4 and the right to
+2.

Poker game:    Enter on the exposed doorway to the right.
Talk to Ishtar-Miss Sullivan. Talk to Elliot, Master Yu and the rat race
gambler.

Play Poker – Texas-Holdem – You can review the rules in the manual.

5 cards to win from 7 cards dealt. 2 cards are held hidden by player. 5
cards are on the
table. 2 cards on the table are exposed after the first betting and a card after
subsequent betting.

Cards to win: a pair, 2 pairs, 3 of a kind, full house made up of 3 of a kind
and a pair and 4 of a kind.

Good luck in winning the bas relief.

After winning the bas relief from Master Yu, Elliot holds
a knife on Miss Sullivan throat and takes the bas relief. Talk to Master Yu and
the gambler.

Exit the junk. Go forward and talk to the man on the
right. Captain Nathaniel Blackwood, the owner of the third medallion has joined
the team. He has a medallion made up of oricalchus. Elliot and Kate went to the
palace at the Sahyadri Mts in India where the other half of the bas relief is
located.

India

Zeppelin:    Pan right and talk
to Capt. Blackwood. Learn about his connection with Howard’s father. They served
in the same company during the Great War. Howard’s father kept a journal that is
supposedly never found after his death in the battlefield.

Exit and go to the radio room at the lower level. See
that nothing was changed from the last time you were here. Take the fine paper
and the lead pencil from the table.

Go to the steam engine room and look down where Garetti was
sitting. Take the zeppelin knife. Exit to the right and take the stairs
going
down.

Sahyadri Mts:    Talk to Kate
kept in a cage. Learn that the bas relief is needed to open the Gate of Truth.
The Gate is
the way to the Grotto of Revelation which has the exact location of the
Atlantean relic. The rays of the sun will play a role in finding the bas relief.
The bas relief is hidden in the Great Hall of Glass. Walk forward and down the
stairs to the Hall of Glass.

Hall of Glass:   

Bookcases:    Look at the
bookcase left of the entrance. Take the Kama Sutra at 3rd shelf from top.

Check the bookcase on the right of the entrance and
Capt. Blackwood says he’ll do some reading. Look at the Gem Book on the third
shelf from top. It states the most beautiful gems reflect light like suns: ruby,
emerald, sapphire… Read the book from the top shelf that shows elephants
facing in different directions.

Wall inscription:    Look around
and then climb the stairs. The big door is locked. Elliot might be in there.
Look at the inscriptions below the god on the left of the door. In inventory,
combine the paper and lead pencil. Use the combined paper-pencil on the
inscription.

Go down and out to the bridge. Talk to Kate. Give her
the inscription and she will translate it as:

He who seeks after Truth must take the path of
Enlightenment whose place of departure is Balance.

When he opens the Seventh Book of Knowledge, the
ignorant one will be blessed with Wisdom.

This understanding will give him strength he needs to
attain Purity. Only then will the truth be revealed to him.

Gems:    Go back to the Hall of
Glass.

Book of Enlightenment – Look at left end of the
top shelf of the bookcase left of the entrance. Take the Book of Enlightenment
and get a sapphire. Tada!

Kali Goddess statue – Go across to the statue
by the left set of windows by the other stairway. Study the statue and see a ruby as its halo. Look
down and do the ruby puzzle.

Ruby puzzle – The aim here is to turn off all
the lights of the rubies.

Click on rubies numbered: 1, 12, 9, 4, 10 and
5. Take the ruby.

Elephant – Go to the elephant on a stand behind the table at the center
of the hall. Use the knife to take the pearl at tip of its trunk.

Chest – Go to the chairs on the right set of
windows. See a chest with a depiction of Kali, like the statue at the other end
of the hall.

Goddess puzzle – Arrange the arms and hands by
clicking on them to show the position of the statue that had the ruby.

The chest opens. Take the emerald.

Talk to Captain Blackwood about everything. Show him
the gems and he gives the meaning. Emerald represents balance, ruby symbolizes
power, sapphire brings wisdom and pearl is purity. He gives a moonstone
similar in symbolism as the pearl.

Light and stand:    Look around
and see a beam of light striking a stand close to the far bookcase.

Gem placements – Go to the ivy covered stand
close to the bookcase just right of the stairs on the left. Use the knife to
remove the invasive ivies.

As stated by the translation of the encryption done by
Kate: place the emerald – balance on the stand as the point of departure of the
path of enlightenment. See the light beam to the next stand.

Go to the next stand and use the knife to remove the
ivies. The translation states wisdom, so place the sapphire on the stand.

Go to the next stand where the light beam passes
through. Use the knife to remove the ivies. Place the ruby symbolizing power or
strength on the stand.

See the light beam to the door on top of the stairs.
Climb there and place the pearl for purity. That doesn’t work. Use the moonstone
given by Blackwood.

The light beams to a post at the bottom of the right
stairs. Go down and click on the panel. Howard takes the bas relief. That
was a short lived acquirement.

Prison:    Listen to Elliot
welcome the new member of his team. You see them through slits in your prison.
Do the glyph-sudoku puzzle below.

Sudoku puzzle – Click-cycle through any of the
blank squares. Note that there are 9 different glyphs for the 9×9 grid. There
are 9 big squares in the puzzle. Each square are made up of 9 little squares.
Some glyphs are already in place and cannot be changed.

The object of this puzzle is to place 9 different
glyphs in each big square as well as 9 differing glyphs on each row and on each
column.

A tactic is to start filling in the big square that
has the fewest blank squares. Be sure to check the horizontal as well as the
vertical in selecting the glyph to be placed.

I started with: the bottom row of the middle column,
top row of the middle column, center big square, 4th row from the top, 
middle row of right column row, middle row of left column and did the corner
squares last.

See the solution below:

When correctly done, see that the prison is a
sarcophagus.

 Hall of Truth:    Look
around and see that you are behind the once closed door at the top of the
stairs. Take the trident off the statue of Ishtar. Look at the combined
bas relief on a stand, the different tile on the floor in front of the stand and the closed
door of the Gate of Truth.

Go out and down to where Kate is in the cage. Use the
trident on the lever holder behind the cage. Talk to Kate. Go back to the Hall
of Truth.

Bas relief – Kate states that 2 people are
needed to open the gate. One to stand on the tile in front of the bas relief and
one to push in the code to open the gate. Kate stands on the tile. There must be
a clue somewhere for the code.

Remember the elephant book seen on the top shelf
bookcase right of the entrance at the Hall of Glass. The elephants are
positioned in different directions.

Press the left, right, right, right, left and left
side of the bas relief. The Gate of Truth opens.

Grotto of Revelation:    Pan left and
see the fresco. See a boat on top of a mountain and the 3 medallions. Talk to
Kate completely to learn about Noah’s Ark, Mesopotamia and the Sanskrit text
that is like a prophecy.

It talks about 3 chosen ones, guided by an old blind
man whose task is to watch over a sacred treasure. It mentions a dragon, who’s
the guardian of secrets and whose breath drives men mad… and of a betrayal
followed by a redemption.

Exit the grotto. Walk forward to the zeppelin.

Mesopotamia

Mt. Nisir:     Talk to Kate.

Zirek – Climb up and see a man. Talk to Zirek, an herbalist. Kate will
translate the language. Learn that 2 foreigners wanted to profane the Temple of
Marduk and that only one man came out – a thin man with big boots and dark stare. Omarin, the old man told him about what happened. He talks about the Temple of
Marduk and the dragon. He makes an effective poultice for snake bites. Omarin,
hermit and wise man will come anytime he smells cooking on the fire. Trade the
pearl for a herb poultice.

Village:     Climb up until the village through a
cliff pass that is protected by some broken wire fencing.

Jyan – Pan right and go to the first house on the right. Hear someone
crying inside the crate in front of the house. Go forward close to the next
house. See a broken cart. Take the iron bar from the left wheel. Take the
bucket by the right wheel.

Go back to the crate by the first house and use the iron bar on the crate. Take
the smoker exposed by the crate.

Talk to the young girl Jyan. Learn that his Uncle Samal left because of the
dragon’s breath that came down from the temple. She misses her uncle that goes
to the temple. The dragon is angry because of the 2 men. Her uncle cuts stone.

Talk to Omarin:

Cooking – Pan left and forward to the far end of the village
and talk to the woman by the fire oven. She talks about the dragon’s breath, the
foreigners that entered the temple, the others that left in the airship and Omarin. Omarin is blind. She will make bread to get Omarin to come here if you
get honey. Pick up the matches on the ground.

Go to the next house with awning and see that it is locked. Take the wire
mesh
on the wall. Look down and see a grid.

Blackwood – Go to the last house on this side and take the hoe
leaning left of the closed door. Enter and see Blackwood. Talk to Blackwood and
see that he is caught with war memories.

Turn around and take the sieve on the post and then the shears
from the other post. Exit the house, pan right and go forward up the mountain
path.

Honey – Take the path right of the rounded stone fence and climb the
mountain. See a beehive.

Bees’ puzzles – Use the matches with the smoker to get a smoker on.
Use it on the hive to remove the flying bees. Click to open the hive.

See the first of 3 bees’ puzzles. The aim of the puzzles is to get the yellow
bees to change places with the orange bees.

Save game here. The puzzle resets when there’s no more possible move.

   

Use the smoker on bees
sitting on the frame numbered:

5, 3, 2, 4, 6, 7, 5, 3, 1,
2, 4, 6, 5, 3 and 4.

Place the smoker back in
inventory and click on the frame.

 

 

Use the smoker on bees
sitting on the frame numbered:

4, 6, 7, 5, 3, 2, 4, 6, 8,
9, 7, 5, 3, 1,

2, 4, 6, 8, 7, 5, 3, 4, 6
and 5.

Place the smoker back in
inventory and click on the frame.

 

 

Use the smoker on bees
sitting on the frame numbered:

5, 7, 8, 6, 4, 3, 5, 7, 9,
10, 8, 6, 4, 2, 1,

3, 5, 7, 9, 11, 10, 8, 6,
4, 2,

3, 5, 7, 9, 8, 6, 4, 5, 7
and 6.

Place the smoker back in
inventory and click on the frame.

Take the middle frame
full of honey
.

Go back to the woman by
the fire oven at the far end of the village. Give her the frame full of honey.
Wait a bit and see Omarin arrive and get a piece of bread. He sits down to enjoy
his food.

Talk to Omarin. Indeed,
you’re the one we’ve been waiting for after 1000 years. Marduk is watching over
you and the object you have with you.

Then show him the
medallion. He goes into a trance and talks about you and the other holder of the
medallions as the heirs of Atlantis. In your veins flow the blood of Atlantis;
the bearers of the bronze, pewter and orichalcus. Before, the mission of the
heirs was to keep watch, now it is to reveal the hidden knowledge on. You will
be faced with unscrupulous men. Marduk knows about Blackwood and he will need
help to find his way to the path of wisdom.

The Indian prophecy
comes true. You would need the Atlantean crystal. -The crystal is sleeping. You
have to coax the dragon to allow you to get the crystal. He gives back the
medallion. Being an heir doesn’t make you superior to any other being.

Talk to him again and he
doesn’t remember what he said previously. To help Blackwood from his illness, he
would need aloe leaves.

Jyan’s doll – See
Jyan call for help because her doll fell in the water. Go back to the cliff path
going down the mountain one click left of the rounded stone fence. Look for the broken
wire fence. Use the shears to cut a piece of metal wire.

In inventory, combine
the twisted metal wire with the bucket to get a bucket with handle.
Go back to the well. Use the bucket with handle on the hook above the well. Use
the well handle on the right and automatically get the doll. Take the doll
and give it to Jyan.

Talk to her about her
uncle’s locked door. She says the key is under a wood by his house.

Dragon of Marduk:    Climb up the mountain
path outside the village. Go pass the beehive and up to the
temple.

Go inside the temple and
look around. See the blue bas relief of the dragon of Marduk. After the prophecy
about the blind man, we now see the dragon.

Measure – Take
note that there are blocks of stone missing from the bas relief. This must be
the ones Jyan’s uncle is fixing. Take note of the sizes of the 4 missing blocks
by clicking the wire frame over the holes on the bas relief.

There’s a 6×6, 4×5 and
two 2×3 blocks missing. The eye is also missing.

Go outside and pick up 4 pieces of stones.
Pan left and see a plant. Use the hoe to get the red roots.

Cut the stones to
size –
Go back to Jyan’s Uncle Samal’s house. Take the key mentioned
by Jyan under the wood on the ground left of the locked door. Use the key on the
door and then turn it.

Look around and pick up
the stonecutter’s tools from the window sill. Go back outside and place a stone on the grid.

Cut the stone by
clicking the stonecutter tools on the stone until you get the size you need.

6×6 block – click the
stone 2 times to get cut stone.

4×5 block – click the
stone 4 times to get cut stone.

2×3 block – click the
stone 7 times. Do another 2×3 block to get 2 more cut stones.

Fit the blocks
Go back to the temple and insert the 4 blocks made. If some do not fit, make a
new one. Take a new stone from the pile outside the temple.

Color – If
they all fit, see that it needs coloring. The top one needs dark blue. The body
needs light yellow. The right side block needs light blue and the bottom one
needs an orange yellow color.

Make paints – Go
back to the stonecutter’s house. Look at the paint maker ensemble at the right
of the window.

Red pigment
Click on the empty funnel on top of the machine. It needs red paint. Lucky for
us we dug the red roots already outside the temple.

Look down left of the
machine and see a mortar and pestle. Take the pestle and then place the red root
on the mortar. Use the pestle to grind the red roots to get crushed red roots.

Place the sieve on the
wire stand right of the mortar. Take the red dye and place on sieve. Click to
shake the sieve. Take the bowl of red dye on a bowl under the
wire stand.

Place the red pigment on
the empty funnel on top of the machine.

Machine – See
that the machine has 2 stopcocks on tubes, one leading right and the other one
leading left. The one to the right leads to the blue pigment and the one to the
left leads to the yellow pigment.

There is a wheel that
releases the paint to a bowl at the bottom. A small furnace is at bottom of
machine. To the right is a sink full of water for discarded bowls.

Use match on furnace to
get a fire.

Dark blue paint – If not
yet done, turn
the stopcock on both right and left tubes to the close position (vertical).
Closed for blue and yellow pigment. Turn the wheel at the bottom to get dark
blue paint
.

Light blue paint – Turn
the stopcock open (horizontal) for the right tube and close (vertical) for the
left tube. Blue pigment is open and yellow closed. Turn the wheel at the bottom to
get light blue paint.

Yellow-orange paint –
Turn the stopcock on both right and left tubes to the open position
(horizontal). Both yellow and blue pigments are open. Turn the wheel at the bottom
to get yellow-orange paint.

Yellow paint – Turn the
stopcock open (horizontal) for the left tube and close (vertical) for the right
tube. Yellow pigment is open and blue is closed. Turn the wheel at the bottom to
get yellow paint.

Paint the blocks
– Go back to the temple and the dragon bas-relief.

Use the dark blue paint
on the top block.

Use the light blue paint
on the small block on the right.

Use the yellow paint on
the body of the dragon.

Use the yellow-orange
paint on the small block at bottom left.

Atlantean Crystal
– That looks good! Now, place the medallion on the eye of the dragon to finish
the bas relief.

See the water on the
pool recede and Howard takes the Atlantean crystal. Take the medallion
back.

Blackwood cure:    

Aloe leaves – Go
back to the herbalist Zirek via the path going down at the cliff side. Ask him
about aloe plants. He says that there some by the beehives.

Go to the beehive at the
path going up the mountain. Turn around from the beehives and see a plant at the
corner. Take leaves from the aloe plant. Oh! No! Foresight in getting
that snake bite herb poultice. It works!

Omarin’s remedy
Go back to Omarin who is still enjoying his bread. Give him the aloe leaves.
Talk to him and he gives the Omarin’s remedy.

Go to Blackwood at the
first house. Give him Omarin’s remedy. Talk to Blackwood completely. Learn
about what happened to him and Elliot. They opened a secret door to a long
corridor to the Medallion room. Elliot disabled the trap door. One of the
medallions melted and green clouds covered the room. The green cloud also spread
out to the village. He knows he is one of the Heirs and he meant to destroy the
secret of Atlantis.

Woman by the fire pit
– Go back to the woman that baked the bread. Omarin is gone. She says that
Omarin mutters – ‘the three are reunited’, ‘way can be revealed’ and ‘the south,
to the south’.

Open the door to the
inner chamber:
    Go back to the temple. Blackwood says that you need to turn the
trident to the pointing downward. Go to the mandala at opposite wall from the dragon. Click
the medallion on the trident glyph. Turn it to the bottom. The wall opens to a
puzzle.

Ship puzzle – The
object of the puzzle is to move the blocks to make way for the block with the
ship painted on it to go to the right hole.

The puzzle reset is to place
the Atlantean crystal on the slot on the left.

Click the
left-right side or the top-bottom part of the brick to move it one space
to that direction. Click brick number:

1 up 2xs, 2
right once, 3 down 2xs, 4 right once, 5 right 2xs, boat right 2xs, 6, up
3xs, 7 left once, 3 down once, 8 up 2xs, 2 left 3xs, 3 up once, 9 up
once, 7 right 4xs, 3 down once, 9 down once, 2 right 2xs, 6 down 3xs, 8
down 3xs, 4 left once, 5 left once, boat left once, 2 left once, 9 up
4xs, 10, left once and 11 down once. Click boat to the right slot. Door
opens.

Medallion room:   
The heirs walked a corridor and into the medallion room. Look around and see
that Elliot is not here. Look inside the bag Elliot left on the floor. Read a
page taken from Howard’s father’s journal. He must still be alive to write this
in 1921.

"In my dream, I see the
Queen of Atlantis climb nine steps and sit on her throne. She turns her eyes
towards me. She says she will free me from the shadows that imprison me.

Three times, she turns a
bronze serpent that adorns her finger.

Then in her gaze appear
fantastic images.

I see precious stones
that light the way to truth…

I see a flaming
pentacle, the symbol of a benign sun…

I see a trident of
orichalcus…

And lastly a big ship,
the sole vestige of a forgotten past.

In the grip of these
visions, I in my turn climb the nine steps. The Queen stands and smiles on me. I
am free".

Take note to see if what
is in the text can be seen around here. There are 8 torches that lead to the
stand across the room and 4 bull heads on the posts.

Go forward to the stand
at the far end. Take the fake bronze medallion melted at the bottom. Put the
medallion it its place. The door opens.

What else – who else!
Elliot pops out of hiding and jumps to catch a bull’s horn. The trap door is
sprung and the Heirs fall into a prison.

Escape the prison:
   Talk to Kate and then Blackwood. He mentions that the mechanism
is by the bull’s head by the door.

Look around the room. It
is empty except for a torch and a ring. Click on torch and then talk to Kate to
get her scarf. Use the scarf on the torch. Then use the match to light
the torch. See that the ring below is an entwined serpent. Howard remembers what
his father wrote on the page.

Click-turn the serpent
ring 3 times. Turn around and see a block of stone rise up. In front of the
stone is a dark tile. There are 8 other holes similarly position across from left to right on this
side of the room. Hmm…

There were 4 fantastic
images of bulls upstairs – press the 4th dark tile counting from left to right.
See some block of stones rise and some drop down.

There were 8 torches
that looks like precious stones that light the way to the truth (stand) – press the 8th
tile counting from left to right. See some block of stones rise and some drop
down.

A flaming pentacle has 5
sides – press the 5th dark tile counting from left to right. See some block of
stones rise and some drop down.

A trident of orichalcus
has 3 points – press the 3rd dark tile counting from left to right. See some
block of stones rise and some drop down.

A big ship is singular –
press the first dark tile counting from left to right. See the blocks make steps
to go up to the top.

Climb up the steps. At
the top, use the iron bar on the tip of the right ear of the bull on the post above.

The Sanctuary of the Ark:   
Go out through the opened door and see the Atlantean Ark.

Look to the left and see
a high rock with a broken bridge. Elliot is there in front of a big red
crystal and a control panel.

Walk to the ark and see a
giant globe on the left and a big green crystal in front of it. To the right is
another control panel

Control panel
Go to the right and see the control panel.

Place the Atlantean
crystal on the indent on top of the panel. This activated the systems in the ark.
That includes Elliot’s control panel that is red. Yours is blue.

Find the route to
Atlantis
– Study the puzzle and see 2 blue end circles and 2 red circles.

The aim is to make a
blue path from top right to bottom left. This is a random puzzle and no saves
can be done after the completion of the puzzle. If you fail, another chance to
replay can be done by clicking the continue red arrow on the screen.

Each click to make a
blue hexagon is countered by a red hexagon made by Elliot.

One tactic is to not
necessarily make blue adjacent hexagons but skip one or 2 to divert the red
hexagons. Be sure that a path can be made from one to next blue tile later or
the skipped hexagons can be clicked on later.

This is an example –
take note that the cursor is about to fill in a skipped hexagon that is not the
end one to the blue circle.

After completing the
puzzle, see that the big globe starts to show the path to get to Atlantis. See
it go out of northeast of North America to Europe to South America and to
Africa.

Elliot tries to see the
rotating globe and gets hit by a rock to fall off into the abyss.

Watch the cave in before
Kate finishes copying the map.

Watch Kate, Howard and
Blackwood meet with Foster in New York.  Howard thinks about his father
that might still be alive. All is not lost, Foster notices the similarity of
Kate’s partial map to a drawing in a book he has in his collection.

The Adventure has only
just began…



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Copyright © 12/2006   

MaGtRo

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