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Читы для Atlantis 2: Beyond Atlantis

Чит-файл для Atlantis 2: Beyond Atlantis

Atlantis 2:
Beyond Atlantis

в России известна как

Атлантида 2

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Название в России:Атлантида 2
Разработчик:Cryo Interactive
Издатель:Cryo Interactive
Локализатор в России:Nival Interactive
Издатель в России:1C
Модель распространения:розничная продажа
ISO статус:релиз состоялся 15 декабря 1999 года
Официальный сайт:Открыть русский сайт
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в декабре 1999 г.
вышла 4 ноября 1999 г.

Solution [ENG]

Информация актуальна для
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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