Call Of Atlantis Game Cheats

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Game Description. Can you hear it? The Call of Atlantis? The lost kindgom of Atlantis is calling out for a true hero to save it from deadly peril in this 3rd installment of the hit Atlantis series. Set out on an exciting new quest in this spectacular mix of Match 3, Hidden Object and Adventure as you trek through the ancient lands of the.

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(AtlantisII)

WalkthroughbyTallyHo
RevisedMay, 2002
Chapel IslandRainbow BridgeHell Maze
BirdmanSpidersCurtains
Brigid's CrossChina16 Items
Mayan LandsMiniature WorldAtlantis

The opening movieshows you, Ten, climbing in the Himalayas. With the guidance ofan eagle and some shooting stars, you find your way to the Atlantë,one of the flying ships of the Atlanteans. You are a descendantof Seth, and a carrier of Light, who saved the world from theforces of darkness after Creon, the Queen's Consort released thedarkness which had long been imprisoned. Darkness is now underthe watchful eye of the people of Shambhala, and, following asupernova, it appears that Light and Darkness are restless, andstrive to be joined once again.

Youarrive at Atlantë, perhaps hoping to fly, but the ship isdormant. Make your way below and have a look around. If you turnleft, atop the barrel is a stone you can pick up. Take itand go into the next chamber. When you step in, the levitatingWiseman speaks and welcomes you.

Whenyou have exhausted the conversation with the Wiseman, you havelearned who you are, the bearer of light, and that you will belooking for the exact place to use your Crystal for furtherjourneys. It already contains one, says the Wiseman. (If youwish, you can take that one journey now, that the crystalcontains. To do so, go above decks on the ship, and hold thecrystal up toward the bow. See the lines turn red? Click. Wow!How about that? Click on Earth to return.) You are urged to rememberthe path you travel. Your ancestors prepared the way long agoand then broke it into six.

Atlantis 2 is a large game. Please be prepared to take some notes, especially if you take a different path through the game. The individual sections of the game are fairly linear, but you may do the major segments in a different sequence than presented here. If you do that, some of the puzzles will have different solutions. You would need to refer to your own notes to solve them.

Stepforward once, toward the hammock. There are two more triangularstones. One is behind you on the floor, and the third one is inthe far corner, under the hammock. Go closeup to the Planetariumand place one of the stones on it. I recommend using the stonefrom the floor behind you, the one with the simplest markingsfirst. It will take you to Ireland.

Chapel Island

You are 'beamedup' and into the body of Brother Felim, a monk in MedievalIreland. You bear the marks of the bringer of light on your palm.Suddenly, something happens to one of the monks outside, BrotherFinbar. You go see him, and find him dazed, unable to speak. Whatin the world did he see to frighten him so? Have a look at theweeping head in the entryway, but don't click on it; it takes youback to the Atlantë. Go back to the Abbot and talk with himabout Finbar and the head. Then return to work on yourmanuscripts. Pick up a brush from the container on top,and move close-up to the page. Paint on the center, and voilà,you are really getting into your work now! Not to worry, this isnot a maze (that comes later, darn it!)

In thebook, turn R,F, hard L. Talk to the blue man about everything. Heis Dian, physician and silversmith. You will need the hand. Talkto the King, Nuada. You will need the sword. Exit the book. TheAbbot is gone when you come out of the book. You can find himsitting in front of one of the huts near the well. While you areout there, visit the other open huts and pick up the ewer (waterpitcher) and go to the weeping face to fill it.

Some people have had difficulty finding their way out of the book. Look for the word exit on the wall. It is to the far right, if you are facing Dian. Not a maze, you can get to it from any node.

Have you visitedKing Ailill's grave? it's an open grave, a very old style, andnot very common any more. His skull is on display there, butvandals have broken it and distributed five pieces. You must findthem. Here they are, in no particular order.

  • Bookcase in chapel
  • Near the chicken at the well
  • Near a rock by the sheep
  • In a beehive
  • Atop the large cross in the chapel.

For the one atopthe cross in the chapel, find the hay-fork in the garden behindFinbar, climb the ladder and look down the hole in the roof todislodge the skull piece. Then go inside to find it on the floornear the altar.
For the piece behindthe bird near the well, you must drive the fox out of his lair.To find the fox, start at Finbar. R, F, right-fork, and right-forkagain.
While you are at thebeehive, just down the hill from the grave, watch the flock ofbees by following them all the way around clockwise. Notnecessary to do this, just to appreciate an amazing bit ofprogramming. Keep going around the island perimeter to find thesheep. (F4 from the fox's lair; forward a couple more nodes takesyou back to the garden.)
You can put the fivepieces in the skull at any time, and in any order. When they areall in place, Ailill comes to life after 1000 years. He cannottalk at first. 'Uuuugh.' Sort of like me, when I'veoverslept. If you give him water, he is refreshed and can speak.He tells of a Force, a horse, and a stone. What's all that about?And he wants a knife. Let's go find him a knife.

When you exit thegrave, if you go straight out, there is a stone with a cross onit. If instead, you go around the back of this stone, there is ahorse and some Druid marks. The horse is a hot-spot, but nothinghappens yet.

Maybe the Abbot canhelp. (If he's no help, then you haven't peeked around the westside of the chapel. How'd I know it's west? because the shadowmust be on the north side. This is Ireland, and in the Northernlatitudes.) Anyway, once you go around the side of the chapel tosee the Druid markings on the stone wall, Brother Abbotwill talk about them. Then, since you are so clever, he gives youa key. Don't travel far, the chest it opens is right here, downand to the right. Take the knife and the parchment.

Talk to the Abbotabout the trees on the parchment. Ask about them from left toright. Notice that he gives you details about three of the trees.The Ash, the Oak, and the Elderberry were once standing close tothe stone or the chapel. Note their Druid symbols. (Four to theright, two to the left, five tilted)

Then, since Ailillwants the knife, take it to him. Talk to him about the horse, andhimself. He tells you how he died, and that Aine put a curse onhim, (It's Gaelic, pronounced Oh'nya, 'it's nice to've knownya') but he won't tell you why. Must've been somethingreally bad. Show him the knife. He places a Gaelic blessing onthe knife. Go to the Druid marks on the Chapel wall.

Clicking outsidethe marks, on the right or left, changes the position of themarks. Clicking in the center, just above the lowest mark, erasesone mark. So do this: The top set must match the Oakimage. Put the marks on the left, and erase the bottom three,leaving two pointing left. The middle set must match the Elderberry.Make them all centered and slanting downward to the right. The bottomset must be all erased. Delete them from the bottom up.Then, the spiral emblem will now open the wall, giving you accessto the stick. Have you found the stone horse yet? The StandingStone is outside Ailill's grave, with a cross on one side,and the horse on the other. If you have trouble finding it, startat the exit from the grave. Go L, F1, R, F1, R.

Use the stick onthe stone horse to release him. Now your problem is to catch thehorse. From the Stone, turn right, F1, Turn left, F2, turn righttoward the beehives and wait to see the horse coming. When hepauses, you can pick him up. (If you follow the horse or misspicking him up, he will go back into the stone and you need torelease him again.)

Turnaround to your left and take the stone horse to the beach wherethe short pilings are, and place him in the water. He becomesreal. Click on him, and he will take you to another island.

The Birdman's Island


Save your game here.
It's a good idea to turn the music volume all the way down for this puzzle.

The reason forcreating a saved game is so you can experiment with the puzzle,and then return to the same configuration. This puzzle randomizesitself as you work on it, making it nearly impossible to repeatanything. When you save a game write down the time and a briefdescription. Saved games can only be identified by the time-stamp.

CAUTION:If you are deaf, or tone-deaf, or 'musically challenged',you will need a helper or a saved game. I can provide the savedgame, as long as you are using the same sequence: Ireland first,then Maya, followed by China.

Click here to download a saved game, right after the birdman.

Call Of Atlantis Online Game

Go find the birdmansitting on a branch. Click on him and you get to ask him aboutthree subjects: himself, the horse, and Ailill. He chirps a song.He wants you to repeat his song back to him. You have five songsto choose from. To listen to the different songs, just passthe cursor over the choices, without clicking and withouthovering.

The bigchallenge with this puzzle is recognizing when you'veanswered right. You need to hear the difference between the 'right'and 'wrong' responses from the Birdman. That'sthe hard part. The response he gives when you areincorrect ends with a shrill, hawk-like tone, and the responsefor a good answer starts with a beep and ends more songlike. Bothresponses are very short, and they come immediately after youmake your choice, making it difficult to hear them at all. Thewhole key to getting through this puzzle is learning these twoshort sounds. If the birdman gives you the 'good'sound, you are finished with that conversation segment. Don't askabout it again. If you get it right, and ask the same questionagain, he gives you a new song, and you must find the new rightanswer.

Isuggest you learn a couple of the songs that are easier to pickout, and stick with one question-block until he whistles a songyou have learned and are sure you can identify. Then, havinggotten it right, don't go back to that question again. You onlyneed to get each topic correct, once.

I believe there are more than five different birdsongs, possibly ten or more, and the game randomly picks five of these to use. Another possibility is that the songs are created out of a selection of beginnings, middles, and ends. Anyway, I'm sure there are more than five. To many people they will all sound alike. Here's a suggestion to help sort them out: Some of the songs are short; about half the length of the others. They will sound very much alike at the start, but try to listen only for the difference at the end. Listen for the last note, which may be double or single, or rising or falling. Do the same thing with the longer songs; listen to just the opening and closing notes to pick out the differences.
You just have to see this anomaly! I was replaying the birdman puzzle several times in order to best describe it, when I tried to cut short the cutscene after he comes crashing down from the tree by pressing esc. The result was two birdmen, one on the ground and one in the tree simultaneously, and you could react with both of them! The standing one would speak, the the one in the tree would only whistle. I didn't fake that picture, honest! It's a captured screen.

So, when you getthe three right answers, the birdman flies (?) down and talks toyou. Be sure to exhaust the whole conversation, even after hegives you a divining-rod, to help locate the underground spring.Take some time to enjoy the ambience. You can follow the raven asit flies from tree to tree, and if you poke around the shoreline,there are green frogs hopping here and there. Go to the center ofthe island to find the hotspot, and use the stick there. The wellappears and you can go down. Head right on down. The electriccreature is scary. He can't really hurt you but he can preventyou from reaching the crystal at the bottom. Aha! it's the GlassTower which contains Nuada's silver hand. Exit the well once youhave looked at the 'glass tower.' (The frogs and ravenseem to be gone, now that you've altered the landscape.) Talk tothe birdman about the well and the electric eel.

Before you leavethe island, let's drag out that crystal and see if we can matchthe pattern on it with something nearby. Try going back tothe well and step once toward the big tree. If you cannotfind the right place, Click Here to see it. Hold the crystal up againstit and see how the lines turn red. Click and go for anunexpected ride! You will need to do the same thing at each ofthe three worlds, and finally back at the ship. Come back toearth, go to your trusty steed and return to Chapel Island.Clippity-Clop, Splish-Splash and all that.

Go toyour work table and use the brush on Nuada, on the right side ofthe manuscript, painting his sword. Use the brush again in thecenter area to enter the painting, and converse with Nuada. Takehis sword. (For a little fun, attack Bres with the sword. You'die', but come right back to life.) (You could havedone this earlier, when you were at the book the first time; itdoesn't matter.) Talk to Dian about Fintan and his daughter untilhe understands why she is a statue. Exit the book and go talkwith Ailill. Ask him about the birdman/poet, and about Airmid.Now you need to find a way to revive Aine. Maybe it's time forBrother Liam, the Abbot to help again. Ask him about the sun, andhe gives you Brigid's Cross, but he doesn't know what it'sfor. Ask him about the cross, and it reminds him of the sun,spinning across the sky. Put it on the tapestry. Aine willappear and you can talk to her. If you start at the top, you findout she's just a little cranky after being dead 500 years. Post-Mummified-Syndrome,maybe?

Some players have trouble getting Brigid's Cross from the Abbott. Be sure the conversation with Dian includes dialogue about the Birdman's relationship with Aine and his daughter; and then about how Aine transformed Airmid into a statue; and might be persuaded to change her mind. Also essential: Talking with Aillil about the Old Sun crossing the sky again.
There are several hotspots on the tapestry. Only one will set the sun spinning across the sky. Here is a closeup of the right place.

It would seemappropriate to visit Airmid again, since Aine promised we'd getour wish. Go to the manuscript and enter, to talk with Airmid.After the opening automatic conversation, ask her abouteverything. When you speak of the snake and she wants the salmon,exit the book. Turn back towards the book, and paint on Airmid,on the left side. The salmon appears. Re-enter, speak with herabout the snake, and she gives you the Salmon Amulet which willprotect you underwater. Go to Birdman Island, down the well, anduse the Amulet at the bottom. When the electric snake tries toattack, his efforts are reflected, discouraging him. You can pickup the Glass Tower and return to the book. Go to Dian and speakwith him. Give him the Glass Tower, and he places a Gaelic (curse?blessing?) on it, to make it more fragile. Then you can break itwith Nuada's sword. Take the silver hand. Give the hand to Nuadaworks like the salmon, reflecting his powers. Bres is gone, andyou are finished with this quest. Exit the book. When you go outof the chapel, an automatic scene unfolds. Take careful noticewhen the Abbot finds the fallen waistcoat of Bres and hands you atriangular stone. Away we go then; take care not to catch yourcassock in the campfire, and kick up your heels a bit. It's thelast chance you have to relax for quite a while.

You will return tothe Atlantë. There is nothing new to be learned from the guru,so place the triangular stone with the pointy markings (not thenew one) in the Planetarium, just to the left of the Irelandstone. You will be transported to the Mayan lands, after changingto disk two.

Call Of Atlantis Game Download


TheMayan Lands

Look around if youlike, take in the landscape, and notice that the supernova isalso present here as it was in Ireland. Then, facing the way youstarted, go forward twice, turn left and climb the pyramid, twoflights, all the way to the top. Looking left, is a sacrificialaltar. Look closely at the star pattern inscribed on itfor a clue to a later puzzle. In the other direction is a carvedobelisk. Go to it and take the Obsidian Foot from the base.Don't click on the fire-pot to the right, unless you want toreturn to the Atlantë for some reason. Enjoy the condor flyingaround. Climb down the opening to enter the interior of thepyramid. At the foot of the stairs, you are facing an unlightedwall, but you can look either way into the tunnels. This is asquare tunnel, and you can go all the way around to return tothis point. Go right, toward the lamp, then left to the nextcorner and look right. You can see carvings on the wall. It's alesson in counting. (If you've been to RAMA, or played TimeLapse,you've done this before; you know what to do.) Figure out whatthe lines and dots mean. Studying the marks, it appears that thedots are units, and the lines are fives. The figures below thecolumns confirm this. You can see how to write the numbers fromone to five.

Turn around and godown the next branch of the tunnel. Halfway, you can see astaircase and a Mayan man standing on your right. Clicking on himyields a clue: 'The Jaguar's number is the Bat'smultiplied by itself.' Not much help yet, since we needto learn the Bat's number. For now, continue going around thetunnel. Turn the next corner, go to the end of that arm, and lookright. Now you are facing the carvings you could first see bylooking left after coming down the stairs. We learn more aboutcounting. The first picture represents 19. (Three 5's and 4 units).The next column teaches that the next tier up is 20. The thirdcolumn shows 21. (One 20 and one unit). Now we know how to countand revalue the tiers.

Hang a right and goforward twice to the next carvings. Here is a puzzle, but wehaven't been given the problem yet. The bat number is what weneed, and it's not in here. Exit the pyramid and go to the otherpyramid, and climb up the side facing the same way we climbedthis one. Go in there and talk with the high priest and theking's brother. Then turn around and go into the next door andspeak with the priestess. She gives you some clean bandagesto take to the king. Talk to the king, his daughter, and the WiseOne about everything. Exit to the princess. The king gives youback the bandages. She tries the sacrifice to make Quetzalcoatlappear, but only Tezcatlipoca puts in a brief appearance. Talk tothe princess about everything, starting with the final subjectsand working your way toward the jaguar topic. When she offers tosend you to Xibalba, say yes. (Disc 4 is called for.Unfortunately, you must be disc jockey for this chapter. Keepdisc 2 handy, you'll need it back in just a minute.)

During the initialconversation with the bat you can observe the bat's number- the dots on his left wing. You can proceed with most of theother duties and puzzles in Xibalba at this time, but you willneed both Obsidian Feet in order to finish, and the other one isback in the first pyramid. Let's go there now, by clicking on thebat's pedestal. Disc 2. The bat came with us, and hangsnear the priestess. Go to the other pyramid. Down the stairs tothe puzzle we found before. You saw the bat's number: three. Thisis the jaguar puzzle, so the number is the bat's numbermultiplied by itself. 3 x 3 = 9. To make nine, put a five-bar onthe bottom, and four unit-balls on the next row. When you havesolved this puzzle, the guard at the stairs will let you descend.This level is a little more maze-like, there is one dead-end andone L-shaped crossover, but you can't really get lost. Much. Youdescended into a central chamber with two exits. Go either wayuntil you come to the next guard around the far side of thesquare. (Look slightly left and right at each node, or you mightnot see him.) He tells you the Snakes number is the Jaguar'snumber multiplied by itself. Therefore, 9 x 9 = 81. Fourtwenties and one unit should do it. Let's go find that puzzle.Facing the guard, turn completely around and enter the passage.At the corner, look left for another counting lesson: 38, 39 and40. To go directly to the puzzle from facing the guard, turnright, F, L to the corner. Solve the Snake puzzle thus:four balls in the second tableau (4 x 20 = 80) and one unit ballin the bottom. The guard lets you descend to the lowest level.Walk forward, and push the switch on the left-hand wall.

Enterthe Crocodile's chamber. He won't hurt you, he's made of stone.Find the puzzle at the base of the croc's stand. Nobody gave us aclue for his number, but since the others were all squares ofthe previous number, let's try 81 x 81 = 6561. Wow! how tomake such a big number? We'll have to go a tableau higher. Let'ssee what the units and bars are worth. The bottom tableau stillrepresents ones and fives, and four fives make a twenty, that'swhere the second level unit value comes from. The balls aretwenty and the bars are five times that. So if five twenty-unitsmake a hundred-bar, then the value of one ball for the thirdplateau, is 400, and 5 x 400 = 2000 for the value of the third-levelbars. To get 6000, put three 2000-bars in the third level, alongwith one 400-ball. That leaves us with 161 to go. Second level, a100-bar and 3 twenties. One unit-ball in the bottom should finishthings off. You can take the Obsidian Foot from thecrocodile's open mouth and use it in the depression in the wall,along with the other Obsidian Foot you picked up on the roof. Thepassage opens. Take both Obsidian Feet with youbefore you leave. Go back to the other pyramid and click onthe Bat to return to the jungle.

Okay - Buckle up. Here come three of the most fiendish puzzles in all of gamedom. You will have to figure out the Rainbow Bridge, not a slider but a rearranging type of puzzle; search for seven stars lying around the jungle in the shadows; and deal with three mean spiders.
Piece of cake, right?
The Rainbow Bridge comes first. It's not activated until you have talked with the bat about it. Until it's solved, we cannot cross the river. From facing the bat, turn around and walk towards the forest and find the weedy-looking spot on the ground. Click on it for a close-up. You see a 3x3 matrix. You are able to swap pieces by picking one up and placing it in another location. You can also rotate them by right-clicking. Draw a quick 3x3 grid on paper and label as follows: A-B-C across the top, and 1-2-3 down the side. Here's the puzzle as it starts:

To solve thepuzzle, the object is to get the little man standing in C3 tocomplete a route back to his starting point, building a bridge ashe goes. Each time he passes one of the color blotches, it formspart of the bridge. The color sequence is familiar, more or less.The traditional spectrum is six colors: red-orange-yellow-green-blue-violet-indigo.We will build it in reverse. C3 is in the right placealready, don't move that one.

If you just can'tfigure it out, do this: First the swaps: A3-B3; A2-C2; B2-A3; A1-A2;B1-C1. Then do the rotations by right-clicking. One click: A1 andB2. Two clicks: B1 and C2. Three clicks: A3 and C1. Then click onthe little man and away he goes! (If you goof up and don't get itsolved the first time, press esc. The puzzle will be reset to itsoriginal state when you enter.)

Now you are across the riverand able to use the dugout canoe. Don't go anywhere in the boatjust yet. Turn towards the shore and step out. We will be lookingfor seven stars.

Do yourself a favor and
Save your game here.
It can be hard to find your way back to the boat.

Here'sa wonderful map of the jungle by Nebula.Thank you so much, Nebula! (Use your browser's back button, notthe 'Back' hyperlink to return to this walkthrough.)After completing the bridge, you land on the far shore, at thepurple spot on the map. Use the map to help find the seven stars,and go to the X-spot to use them. The stars are all on the ground.Look straight down. Some are in shadows and hard to see. Start bygoing to the right. Work your way around counter-clockwise to thedead-end at the top of the map, then through the middle, gettingto the dead-end at the bottom last. Go the X spot on the map.Solve the Star Puzzle Thus:

Whenyou solve the constellation puzzle, a statue rises up from thejungle floor. Try talking to it. You get an echo. Place anObsidian Foot in the niche at the bottom. The statue speaks, butit is garbled. Place the other Obsidian Foot in the small obeliskon the opposite side of the clearing. The Jaguar god Tezcatlipocaawakens. Isn't he gorgeous? Talk to him about everything and heallows you to consult Quetzalcoatl, the feathered serpent. Quetzneed two skulls to produce chulel, and he gives you a feather forprotection. Oh-oh . . . protection from what? Yikes!! Now we needprotection?

Can't find your way back to the boat? Look for this scene.

Find the great big warty mushroom and go past it to the two large brown trees. Turn right to get see the view shown here. Step into the boat, and go left around the island, six nodes. Exit to the right, on the mainland. Enter the jungle, and you come to a spider-web the size of a trampoline. Eeek!

Goaround the large tree to the right and climb into the web. Youneed to start at the edge of the web, with the broken spot juston your right. Take one step forward toward the spider to get itsattention, and turn around returning to the edge. The spiderfollows you, but she is not very fast. It's a good thing, becausethis web is sticky. Turn left, one node along the edge, then lefttoward the center. Go to the caterpillar and pick it up, and keepgoing straight across the web to the other side and jump off.

Navigating on the webs is difficult. It seems 'sticky' because there is a delay before you can move again. Recommended procedure: Click along with the rhythm of the music. After a count of eight (or four, depending on how you perceive the beat,) you will be able to proceed. It's about four or five seconds, and there is nothing you can do about it, and the spiders won't catch you providing you step along when you are able. Relax. Don't get panicky, just be prompt and accurate.

Now goup the right-hand tree again and start at the same spot asbefore, with the broken section on your right. Do the same thing,step toward the spider and return to the edge, once left, (counterclockwise)then once toward the center. Now the difference: turn right andgo all the way around the web counterclockwise on the second rowin from the edge until you get to the broken section again. Backto the edge, and forward three times. Now both spiders are on theperimeter, and you can get to the center, pick up the butterfly,turn around, and go back to the same side and once morecounterclockwise to exit. (This is the hardest part of the wholegame. If you made it through the two-spiders, you are truly agame-master!!) To see a map of the correct path through the two-spiderweb Click Here. Sunshine gets credit forthis beautiful graphic. Thank you for the map, Sunshine!

Optional

Go back to the boat and enter the river. Turn right, again keeping the island on your left. Forward three times, and exit right to the mainland. Go in and feed your two prizes to the Toad. He gives you two clues: 'The Jaguar answers the call of the stars.' And 'Does Smoking Mirror and His Mirror have their feet?' In case we didn't know to bring the Obsidian Feet with us, we would have to return to the first pyramid to get them. Go back to the boat, enter the river and go left three nodes to return to the spider web.

Apparently the designers wanted us to discover the hungry toad, first of all, then outsmart the spiders to get the insect-prizes, then re-visit the Toad, in order to find out what to do with the stars and obsidian pieces. I have opted to rearrange the sequences. Saves about an hour of traveling.

Lastspider: This time you must go around and up the left-hand treeto place yourself just left of the broken section. Look right,and place the feather on the far side of the brokensection. It turns into an orange dot. Some kind of spider-munchie,I guess. Go stand on it and watch Big Mama Spider until shestarts to come up that side of the broken section. Then, stepback to where you started on the other side of the gap, and headfor the center of the web. picking up the sword. When you see thesword in your possession, just turn around and let her approach,and whack the spider with the sword, stunning her long enough foryou to get to the center and pick up the skulls that Quetzalcoatlwants. Exit the web on the far side as before. Be sure to walktowards the edge-node that isn't blocked by support-threads oryou can't jump off in time. Go to the boat, step into theriver, and look left. Proceed clockwise around the island.(Remember you were on the mainland; which surrounds the island.)and return to the jungle island. Be careful; after five nodesforward, as you are adjacent to the Bat-landing, there are threehotspots: left takes you to the bat; center takes youdownstream; right takes you to the island-landing.

Give the skulls toQuetzalcoatl, and he gives you his chulel. (Don't be squeamish)Go to the bat. Talk to him if you like, and return to the land ofthe living to give your king his chulel. If you didn't take timeto explore all around the first time you were here, do so. It'swell worth the look. Go down the steps behind where you arrive,and see the sights. There's nothing to actually do here, butthere are some people and things to see, including anotherpyramid. The creators of this world took a lot of time doing it,and the least we can do is appreciate their efforts. Beforeyou climb up the King's pyramid steps, turn around and facethe green tree. Hold your crystal to match the etchingon it to the pattern of the tree, so the lines turn red. Click here to see what youare looking for. Fly me to the Moon again. Return toearth, and now go see the king. You have saved the world again.Time to return to the Atlantë and use the third triangular stoneto visit China.

China

Yousee yourself entering the body of Wei Yulan, a visitingresearcher. (Do not ring the gong unless you want toreturn to the Atlantë for some reason.) If you try to exit themain gate, your way is blocked by the shadow of a large warrior.Talk to Wu Tao-Shih, the old master. Turn around and go back upthe steps, take one step toward the entrance, and turn right,then left around the corner. Forward once after turning thecorner, and look behind you. Speak with Sung Tao-Shih. Then enterthe building, and go into the first room on the left. Talk to theAbbot until you have the whole story, and he suggests you talk toMaster Wu. (You must have attempted to exit via the gate totrigger this conversation.) Wu tells you to meet him in the roomof the turtle, which is inside the closed door on the right. Goin and talk with him. He gives you a medallion and a turtle. Askhim about both objects. He tells you that the turtle walks towardthe mountain, with the plain at his back, the pagoda on hisright, and the river on his left. The red symbol is the mountain.Rotate the ring (click once on the left rim) until the mountainis on the far side, and place the turtle in the water. Then, goto the place you must be standing to begin. You must start in thecorner, diagonally opposite where Wu is standing. Tell Wuyou are ready, and he guides you, giving directions vis-à-visthe turtle and its symbolic directions.

He tells you the turtle is facing the mountain, with the plain at his back, the pagoda at his right, and the river at his left. Click Here to download a saved game at the Turtle's Journey, completed.

Take one step inthe appropriate direction each time he tells you, until you havereached the house of the Tiger. Then, two steps toward the redwall and it opens. Love that unfolding effect! Go inside.

Open the chest-within-chest until you findthe magic wand. Go to the other end of the magic pool, andlight the four incense-burners starting with red, andgoing clockwise. You will breathe the incense and shrink, makingit possible to enter the magic world. Go in, as far as you can, (towardthe bridge) and pick up five statues and a money-bag.Return to the real world, and step off the ivory platform tobecome large again. You need to place the five statues in theirproper work environments. The Woodsman goes in the forest, theWater-carrier in the river, the Blacksmith in the volcano, theShepherdess in the field, and the Cook in the kitchen. The moneybag goes in the center. Then walk toward the magic bridge toshrink. Talk to each person. They are of one mind: they will giveyou something if you pay them. Fair is fair. Give them each acoin in exchange for a medallion. The medallions represent stone,metal, water, wood and fire. In the process, they give youclues to the riddle, so you can figure out the sequence to putthe discs. Go the lift-bridge control where you found thestatues, and place the medallions on the pegs in the above-mentionedorder. The bridge lowers halfway. Then, according to the riddles'later' clues, place them in this new order: water,fire, metal, wood, stone. Cross the bridge and go to thegolden doors. (This is the place to activate your crystal - To see the correct view,click here. Ifyou want to wait until you are leaving, or until the end of thegame, it's okay.) Important: click on the hunter so thearrow points at him, not at the fox. Go through the golden doorsand enter the dragon. (No, not the movie with Bruce Lee)

To get the dragongoing, you need to find the key, which is a magic pearl.Look at the dragon-cloud device on the wall. To start, click onthe dragon, then to raise all the small clouds, click on thelarge clouds in this sequence: left, right, right, left, right.Take the pearl and go into the cockpit (?) and place the pearl inthe spot next to the door. Enjoy the marvelous sequence as theteam fires up the dragon. I sure hope the guy up front knows howto drive! You arrive at Master Tan's house. Go the front door andenter. Ooops! Guess it's not that easy. After all, a guy who hasnot had a visitor in 375 years is bound to have a state-of-the-artsecurity system. How to get in? Go around to the right to see ifhe has another door. No such luck. Try the front door again. Keepdoing that until Tan Yun appears. He is fairly cordial, but heinvites you to go to hell anyway. (Talk to him about everything.)The side door is there now, and you can go in.

Talk to the fellow just inside the door. I'msure he used to work for the Motor Vehicle Department. Probablystill does, in fact. Take the blank form and go looking for theDepartment of Pre-Approvals. (Whoops, sorry - that's another game.)If you want, you can go back outside and talk with Tan. It'soptional, but you will learn what the characters inside are allabout.

We need to find theChinese girl. (She won't be there if you left the arrow pointingat the fox; she was a fox in real life, and she and her cubsdidn't survive. If this is the case, you will have to back-trackto the golden doors and turn the arrow toward the hunter, sparingher life.) She is grateful and gives you a fan. The fanshows three emblems, which are randomized from game togame. I needed to find a blue horse, an orange dragon (looks likea cooked turkey) and an orange tiger; yet another time a bluedragon, a blue leopard, and the same blue dragon again. Anotherwalkthrough reports needing the blue horse, a blue dragon and theorange dragon; yet another reports needing still a differentcombination, so it could be any three out of a possible six.There's no map of this maze - it's not really a difficult maze,just a pain-in-the-butt maze. Oh well, this is Hell afterall. It's not supposed to be pleasant.

Three of the form-stampersare upside down - standing on the ceiling! you need to find thesteps that allow you to turn over and walk on the ceiling. I dobelieve the same characters always use the same stamps, so here'sa description: Blue dragon -- Boss Hogg in a yellowslicker. Blue (entire) horse -- upside-down rabbit in redsilk. Blue head of leopard -- upside down horse (rightnext to stairs.) Orange horse (head only) -- purple rat. OrangeDragon-- dog in blue & red. Orange (entire) tiger-- upside-down old goat in purple. Get the mushroom from thegrumpy guy at the door. Glad to be done with those Spiritswhizzing around?

Call Of Atlantis 2

Go to Master Tanand give him the mushroom. You get the magic lantern in return.Ride the dragon back and exit this area through the GoldenDoors. Just after stepping through the doors, look right anduse your crystal to match its pattern so the lines turnred as before. To see the correct view,click here. Thatis, if you didn't do it on the way in. You get to see still moreof the journey. Retrace your steps back to the turtle room andexit. Use the Serpent Lantern on the Shadow. Enjoy thedestruction of the shadow demon. Master Wu gives you your thirdstone and you return to the Atlantë.

Now,the crystal that you activated at the three worlds has theoriginal pattern on it. Go up on deck and look toward the bow ofthe flyer to match that pattern. End up at the moon again, butthis time we have options other than just returning. Turn aroundand look toward the sun, and there is a new direction to go. Doit! Then look a little to the right and go again. (Don't turnaround and go backwards, always take the easiest route forward.)You pass through the solar atmosphere (put on your hot-suit, willyou?) and whiz past Jupiter and Saturn. They apparently haven'theard about the cost of fuel out here. Go through the AsteroidBelt. Then the nebula, to the planet obscured by asteroids, thesun from a distance, and finally back to earth.

Do yourself a favor and
Save your game here.
'nuf said.

Go to thePlanetarium and place your three remaining triangular stones inthe appropriate spots. They should be ordered from left to rightin your inventory as you received them, so start at the 12o'clock position and put in the ornate Irish stone, followed bythe ornate (pointy) Mayan stone, and finally the Chinese (dragon)one. Now use your completed crystal in the center.

You will drop down into Lotus-Land, whereyou are confined by six curtains. The object here is to click onall six curtains in the same order you placed the stones. Thesimple' ones first, Ireland, Maya, China, followed by the'ornate' versions. Be careful, the curtains are not insequence. You have to look for each one.

Afterselecting the six curtains, you are transported up to Shambhala.Have a look around. No supernova here. Step off your floatingisland to the pond. Huh? Talk about fish out of water! Oh well,I'm sure there's an explanation. Go left toward the apple tree,and keep going that way until you meet Rhea, the Earth Goddess.

You might want to save your game before talking with Rhea - she gives you a lengthy story that helps you understand not only what you have been doing here, but also what Seth accomplished in 'Atlantis: the Lost Tales.' She explains the Power, the Light and Dark, and the fate that befell former peoples. It's a complicated tale, and you may wish to replay it.

Talk with Rheaabout Shambhala, then yourself, then everything else. Go backaround the pond the way you came; at the apple tree, there aretwo paths. Go right. You will enter the 'circular path.'Visiting 16 familiar sites, you will pick up 16 objects and learnsome very enigmatic clues from seven characters. You may enterthe cycle at any point, and after 16 visits, will return to whereyou were. Since each site has two exits, you may travel in eitherdirection. If you use an exit and it takes you back to where youjust were, go back and use the other way out. Here are the placesand the objects they contain. The puzzle-pyramid, pitcher; Hell,sword; Chinese Abbot's room, hand; in the book, grasshopper;Bat's landing; salmon; Tan Yun's yard, star; altar in chapel,pearl; jungle frog, mushroom; dragon cockpit, chulel; Ailill'sgrave, fan; jungle monuments, stone medallion; ivory shrink-plate,stick; sitting at manuscript, feather (note three exitshere); king's pyramid, brush; birdman island, lantern. Thesecond exit at Ailill's grave can be hard to find - look justabove his head.

Talk to each character you encounter and youwill hear the following clues:

  • The thing you seek contains nothing. You talked to no gods in that place.

    The object wasn't paid for.

    There's nothing for sale in the place you seek.

  • It's not something you exchanged. No long-gone queen awaited you there.
  • No god offered it to you. Nobody lives there forever.
  • It was not made for a king.

    No green circles are seen there.

  • No clouds hide it; No creatures fly there
  • It's not something you might often use. It's not a place to talk to kings.

    It wasn't made to strike with.

    There are no stairs nearby.

  • It's not a creature; No birds fall to the ground there

Thisis pretty obscure stuff - the idea is to eliminate objects orlocations from your consideration. 'It's not a creature'for example, helps you cross off the turtle, salmon andgrasshopper. 'No birds fall to the ground there'eliminates the lantern because it's at the birdman's island. Andso on. There is only one object that does not get crossed offyour list, either directly by a clue, or by its location: thestar.

And there is only one place you can click on that does not result in taking you to a location you have already seen: the window above you at the manuscript table.

Youarrive on the bottom of the ocean near Atlantis. Go forward untilyou find the entrance to Atlantis. Upon entering, turn right andF1 to find a crystal. Pick it up and take it with you. Go left,pass the dark pillar, and toward the wall with circular paintings.Look right to see the octopus.

Do yourself a favor and
Save your game here.
'nuf said.

Cheats

The octopus pushesyou back with one tentacle at a time. If you place the crystal atthe base of the active tentacle, it lights up, and you can severthe active tentacle. It takes some fairly aggressive clicking,because the time is short, and the hotspot is small. I recommendsaving right after cutting off each tentacle so you don't loseyour progress. Do the biggest tentacles first. After cutting offenough tentacles, a short cutscene shows you absorbing theoctopus's energy (swallowing its ink? Blecch! Absorbing the Dark,actually) and traveling back to the Atlantë. Guru-san gives youa final crystal. It takes you to space again. As before, from theEarth-Moon node, go toward the sun. Right, close to the sun, andpast Jupiter, Saturn and others to the asteroids. Choose thebrighter of the two exits. Next choice: bright blue star withrays. Then the bright hole in the red field. Get it? always thebrightest, since we are the bearer of light. Wind up in Eden forthe closing movie. It's a little Adam-and-Eve-ish, but does makean effective closing to this segment of the story, leaving theidea of a sequel (three-quel?) intact. Be sure to sit through ALLthe credits for another short movie at the very end. You get tosee Tezcatlipoca.

Beyond Atlantis isthe title of the American version; Atlantis II is the Europeanversion of the same game. It is a true sequel, continuing thestory established in Atlantis: the Lost Tales. If you enjoyedBeyond Atlantis and have not played the first game, I recommendit. The interface is the same, and the logic of the story is verysimilar. The next episode, Beyond Atlantis II in the US orAtlantis III in Europe was released in November 2001.
Thisdocument may only be distributed with the express writtenpermission of the author, Tally Ho
Thecontent of this document may not be altered in any way withoutthe permission of the author.
Any proposed changes or additions to the walkthrough may besubmitted to
Tally Ho.
Atlantis
Copyright2002© GameBoomers

GameBoomers Walkthroughs andSolutions

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