Atlantis II: Beyond Atlantis - part 1 (see also screenshots) Walkthrough by Tally Ho Revised May, 2002 The opening movie shows you, Ten, climbing in the Himalayas. With the guidance of an eagle and some shooting stars, you find your way to the Atlant‰, one of the flying ships of the Atlanteans. You are a descendant of Seth, and a carrier of Light, who saved the world from the forces of darkness after Creon, the Queen's Consort released the darkness which had long been imprisoned. Darkness is now under the watchful eye of the people of Shambhala, and, following a supernova, it appears that Light and Darkness are restless, and strive to be joined once again. You arrive at Atlant‰, perhaps hoping to fly, but the ship is dormant. Make your way below and have a look around. If you turn left, atop the barrel is a stone you can pick up. Take it and go into the next chamber. When you step in, the levitating Wiseman speaks and welcomes you. Always talk to everyone about everything. When you have exhausted the conversation with the Wiseman, you have learned who you are, the bearer of light, and that you will be looking for the exact place to use your Crystal for further journeys. It already contains one, says the Wiseman. (If you wish, you can take that one journey now, that the crystal contains. To do so, go above decks on the ship, and hold the crystal up toward the bow. See the lines turn red? Click. Wow! How about that? Click on Earth to return.) You are urged to remember the path you travel. Your ancestors prepared the way long ago and 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. Step forward once, toward the hammock. There are two more triangular stones. One is behind you on the floor, and the third one is in the far corner, under the hammock. Go closeup to the Planetarium and place one of the stones on it. I recommend using the stone from the floor behind you, the one with the simplest markings first. It will take you to Ireland. Chapel Island You are "beamed up" and into the body of Brother Felim, a monk in Medieval Ireland. You bear the marks of the bringer of light on your palm. Suddenly, something happens to one of the monks outside, Brother Finbar. You go see him, and find him dazed, unable to speak. What in the world did he see to frighten him so? Have a look at the weeping head in the entryway, but don't click on it; it takes you back to the Atlant‰. Go back to the Abbot and talk with him about Finbar and the head. Then return to work on your manuscripts. Pick up a brush from the container on top, and move close-up to the page. Paint on the center, and voil…, you are really getting into your work now! Not to worry, this is not a maze (that comes later, darn it!) In the book, turn R,F, hard L. Talk to the blue man about everything. He is Dian, physician and silversmith. You will need the hand. Talk to the King, Nuada. You will need the sword. Exit the book. The Abbot is gone when you come out of the book. You can find him sitting in front of one of the huts near the well. While you are out there, visit the other open huts and pick up the ewer (water pitcher) 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 visited King Ailill's grave? it's an open grave, a very old style, and not very common any more. His skull is on display there, but vandals have broken it and distributed five pieces. You must find them. 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 atop the cross in the chapel, find the hay-fork in the garden behind Finbar, climb the ladder and look down the hole in the roof to dislodge the skull piece. Then go inside to find it on the floor near the altar. For the piece behind the 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-fork again. While you are at the beehive, just down the hill from the grave, watch the flock of bees by following them all the way around clockwise. Not necessary to do this, just to appreciate an amazing bit of programming. Keep going around the island perimeter to find the sheep. (F4 from the fox's lair; forward a couple more nodes takes you back to the garden.) You can put the five pieces in the skull at any time, and in any order. When they are all in place, Ailill comes to life after 1000 years. He cannot talk at first. "Uuuugh." Sort of like me, when I've overslept. 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 the grave, if you go straight out, there is a stone with a cross on it. If instead, you go around the back of this stone, there is a horse and some Druid marks. The horse is a hot-spot, but nothing happens yet. Maybe the Abbot can help. (If he's no help, then you haven't peeked around the west side of the chapel. How'd I know it's west? because the shadow must be on the north side. This is Ireland, and in the Northern latitudes.) Anyway, once you go around the side of the chapel to see the Druid markings on the stone wall, Brother Abbot will talk about them. Then, since you are so clever, he gives you a key. Don't travel far, the chest it opens is right here, down and to the right. Take the knife and the parchment. Talk to the Abbot about the trees on the parchment. Ask about them from left to right. Notice that he gives you details about three of the trees. The Ash, the Oak, and the Elderberry were once standing close to the stone or the chapel. Note their Druid symbols. (Four to the right, two to the left, five tilted) Then, since Ailill wants the knife, take it to him. Talk to him about the horse, and himself. He tells you how he died, and that Aine put a curse on him, (It's Gaelic, pronounced Oh'nya, "it's nice to've known ya") but he won't tell you why. Must've been something really bad. Show him the knife. He places a Gaelic blessing on the knife. Go to the Druid marks on the Chapel wall. Clicking outside the marks, on the right or left, changes the position of the marks. Clicking in the center, just above the lowest mark, erases one mark. So do this: The top set must match the Oak image. 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 bottom set must be all erased. Delete them from the bottom up. Then, the spiral emblem will now open the wall, giving you access to the stick. Have you found the stone horse yet? The Standing Stone is outside Ailill's grave, with a cross on one side, and the horse on the other. If you have trouble finding it, start at the exit from the grave. Go L, F1, R, F1, R. Use the stick on the stone horse to release him. Now your problem is to catch the horse. From the Stone, turn right, F1, Turn left, F2, turn right toward the beehives and wait to see the horse coming. When he pauses, you can pick him up. (If you follow the horse or miss picking him up, he will go back into the stone and you need to release him again.) Turn around to your left and take the stone horse to the beach where the short pilings are, and place him in the water. He becomes real. 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 for creating a saved game is so you can experiment with the puzzle, and then return to the same configuration. This puzzle randomizes itself as you work on it, making it nearly impossible to repeat anything. When you save a game write down the time and a brief description. 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 saved game, 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. Go find the birdman sitting on a branch. Click on him and you get to ask him about three subjects: himself, the horse, and Ailill. He chirps a song. He wants you to repeat his song back to him. You have five songs to choose from. To listen to the different songs, just pass the cursor over the choices, without clicking and without hovering. The big challenge with this puzzle is recognizing when you've answered right. You need to hear the difference between the "right" and "wrong" responses from the Birdman. That's the hard part. The response he gives when you are incorrect ends with a shrill, hawk-like tone, and the response for a good answer starts with a beep and ends more songlike. Both responses are very short, and they come immediately after you make your choice, making it difficult to hear them at all. The whole key to getting through this puzzle is learning these two short sounds. If the birdman gives you the "good" sound, you are finished with that conversation segment. Don't ask about it again. If you get it right, and ask the same question again, he gives you a new song, and you must find the new right answer. I suggest you learn a couple of the songs that are easier to pick out, and stick with one question-block until he whistles a song you have learned and are sure you can identify. Then, having gotten it right, don't go back to that question again. You only need 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. Don't forget to turn the music volume back up. So, when you get the three right answers, the birdman flies (?) down and talks to you. Be sure to exhaust the whole conversation, even after he gives you a divining-rod, to help locate the underground spring. Take some time to enjoy the ambience. You can follow the raven as it flies from tree to tree, and if you poke around the shoreline, there are green frogs hopping here and there. Go to the center of the island to find the hotspot, and use the stick there. The well appears and you can go down. Head right on down. The electric creature is scary. He can't really hurt you but he can prevent you from reaching the crystal at the bottom. Aha! it's the Glass Tower which contains Nuada's silver hand. Exit the well once you have looked at the "glass tower." (The frogs and raven seem to be gone, now that you've altered the landscape.) Talk to the birdman about the well and the electric eel. Before you leave the island, let's drag out that crystal and see if we can match the pattern on it with something nearby. Try going back to the well and step once toward the big tree. If you cannot find the right place, Click Here to see it. Hold the crystal up against it and see how the lines turn red. Click and go for an unexpected ride! You will need to do the same thing at each of the three worlds, and finally back at the ship. Come back to earth, go to your trusty steed and return to Chapel Island. Clippity-Clop, Splish-Splash and all that. Go to your work table and use the brush on Nuada, on the right side of the manuscript, painting his sword. Use the brush again in the center area to enter the painting, and converse with Nuada. Take his sword. (For a little fun, attack Bres with the sword. You "die", but come right back to life.) (You could have done this earlier, when you were at the book the first time; it doesn't matter.) Talk to Dian about Fintan and his daughter until he understands why she is a statue. Exit the book and go talk with Ailill. Ask him about the birdman/poet, and about Airmid. Now you need to find a way to revive Aine. Maybe it's time for Brother Liam, the Abbot to help again. Ask him about the sun, and he gives you Brigid's Cross, but he doesn't know what it's for. Ask him about the cross, and it reminds him of the sun, spinning across the sky. Put it on the tapestry. Aine will appear and you can talk to her. If you start at the top, you find out 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. See the screenshot - tapestry hotspot. It would seem appropriate to visit Airmid again, since Aine promised we'd get our wish. Go to the manuscript and enter, to talk with Airmid. After the opening automatic conversation, ask her about everything. 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 her about the snake, and she gives you the Salmon Amulet which will protect you underwater. Go to Birdman Island, down the well, and use the Amulet at the bottom. When the electric snake tries to attack, his efforts are reflected, discouraging him. You can pick up the Glass Tower and return to the book. Go to Dian and speak with him. Give him the Glass Tower, and he places a Gaelic (curse? blessing?) on it, to make it more fragile. Then you can break it with Nuada's sword. Take the silver hand. Give the hand to Nuada works like the salmon, reflecting his powers. Bres is gone, and you are finished with this quest. Exit the book. When you go out of the chapel, an automatic scene unfolds. Take careful notice when the Abbot finds the fallen waistcoat of Bres and hands you a triangular stone. Away we go then; take care not to catch your cassock in the campfire, and kick up your heels a bit. It's the last chance you have to relax for quite a while. You will return to the Atlant‰. There is nothing new to be learned from the guru, so place the triangular stone with the pointy markings (not the new one) in the Planetarium, just to the left of the Ireland stone. You will be transported to the Mayan lands, after changing to disk two. The Mayan Lands Look around if you like, take in the landscape, and notice that the supernova is also present here as it was in Ireland. Then, facing the way you started, go forward twice, turn left and climb the pyramid, two flights, all the way to the top. Looking left, is a sacrificial altar. Look closely at the star pattern inscribed on it for a clue to a later puzzle. In the other direction is a carved obelisk. Go to it and take the Obsidian Foot from the base. Don't click on the fire-pot to the right, unless you want to return to the Atlant‰ for some reason. Enjoy the condor flying around. Climb down the opening to enter the interior of the pyramid. At the foot of the stairs, you are facing an unlighted wall, but you can look either way into the tunnels. This is a square tunnel, and you can go all the way around to return to this point. Go right, toward the lamp, then left to the next corner and look right. You can see carvings on the wall. It's a lesson in counting. (If you've been to RAMA, or played TimeLapse, you've done this before; you know what to do.) Figure out what the lines and dots mean. Studying the marks, it appears that the dots are units, and the lines are fives. The figures below the columns confirm this. You can see how to write the numbers from one to five. Turn around and go down the next branch of the tunnel. Halfway, you can see a staircase and a Mayan man standing on your right. Clicking on him yields a clue: "The Jaguar's number is the Bat's multiplied by itself." Not much help yet, since we need to learn the Bat's number. For now, continue going around the tunnel. Turn the next corner, go to the end of that arm, and look right. Now you are facing the carvings you could first see by looking left after coming down the stairs. We learn more about counting. The first picture represents 19. (Three 5's and 4 units). The next column teaches that the next tier up is 20. The third column shows 21. (One 20 and one unit). Now we know how to count and revalue the tiers. Hang a right and go forward twice to the next carvings. Here is a puzzle, but we haven't been given the problem yet. The bat number is what we need, and it's not in here. Exit the pyramid and go to the other pyramid, and climb up the side facing the same way we climbed this one. Go in there and talk with the high priest and the king's brother. Then turn around and go into the next door and speak with the priestess. She gives you some clean bandages to take to the king. Talk to the king, his daughter, and the Wise One about everything. Exit to the princess. The king gives you back the bandages. She tries the sacrifice to make Quetzalcoatl appear, but only Tezcatlipoca puts in a brief appearance. Talk to the princess about everything, starting with the final subjects and working your way toward the jaguar topic. When she offers to send you to Xibalba, say yes. (Disc 4 is called for. Unfortunately, you must be disc jockey for this chapter. Keep disc 2 handy, you'll need it back in just a minute.) During the initial conversation with the bat you can observe the bat's number - the dots on his left wing. You can proceed with most of the other duties and puzzles in Xibalba at this time, but you will need both Obsidian Feet in order to finish, and the other one is back in the first pyramid. Let's go there now, by clicking on the bat's pedestal. Disc 2. The bat came with us, and hangs near the priestess. Go to the other pyramid. Down the stairs to the puzzle we found before. You saw the bat's number: three. This is the jaguar puzzle, so the number is the bat's number multiplied by itself. 3 x 3 = 9. To make nine, put a five-bar on the bottom, and four unit-balls on the next row. When you have solved this puzzle, the guard at the stairs will let you descend. This level is a little more maze-like, there is one dead-end and one L-shaped crossover, but you can't really get lost. Much. You descended into a central chamber with two exits. Go either way until you come to the next guard around the far side of the square. (Look slightly left and right at each node, or you might not see him.) He tells you the Snakes number is the Jaguar's number multiplied by itself. Therefore, 9 x 9 = 81. Four twenties 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 and 40. To go directly to the puzzle from facing the guard, turn right, F, L to the corner. Solve the Snake puzzle thus: four balls in the second tableau (4 x 20 = 80) and one unit ball in the bottom. The guard lets you descend to the lowest level. Walk forward, and push the switch on the left-hand wall. Enter the 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 a clue for his number, but since the others were all squares of the previous number, let's try 81 x 81 = 6561. Wow! how to make such a big number? We'll have to go a tableau higher. Let's see what the units and bars are worth. The bottom tableau still represents ones and fives, and four fives make a twenty, that's where the second level unit value comes from. The balls are twenty and the bars are five times that. So if five twenty-units make a hundred-bar, then the value of one ball for the third plateau, is 400, and 5 x 400 = 2000 for the value of the third-level bars. To get 6000, put three 2000-bars in the third level, along with one 400-ball. That leaves us with 161 to go. Second level, a 100-bar and 3 twenties. One unit-ball in the bottom should finish things off. You can take the Obsidian Foot from the crocodile's open mouth and use it in the depression in the wall, along with the other Obsidian Foot you picked up on the roof. The passage opens. Take both Obsidian Feet with you before you leave. Go back to the other pyramid and click on the Bat to return to the jungle. To be concluded next issue - o -