Atlantis II: Beyond Atlantis - part 2 (See also screenshots) Walkthrough by Tally Ho Revised May, 2002 Concluded from last issue 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: See the screenshot - rainbow bridge To solve the puzzle, the object is to get the little man standing in C3 to complete a route back to his starting point, building a bridge as he goes. Each time he passes one of the color blotches, it forms part 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 place already, don't move that one. If you just can't figure 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 and B2. Two clicks: B1 and C2. Three clicks: A3 and C1. Then click on the little man and away he goes! (If you goof up and don't get it solved the first time, press esc. The puzzle will be reset to its original state when you enter.) The finished bridge should look like this: Now you are across the river and able to use the dugout canoe. Don't go anywhere in the boat just yet. Turn towards the shore and step out. We will be looking for seven stars. Do yourself a favor and Save your game here. It can be hard to find your way back to the boat. Here's a wonderful map of the jungle by Nebula. Thank you so much, Nebula! (Use your browser's back button, not the "Back" hyperlink to return to this walkthrough.) After completing the bridge, you land on the far shore, at the purple 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 by going to the right. Work your way around counter-clockwise to the dead- end at the top of the map, then through the middle, getting to the dead-end at the bottom last. Go the X spot on the map. Solve the Star Puzzle Thus: See the screenshot - star puzzle When you solve the constellation puzzle, a statue rises up from the jungle floor. Try talking to it. You get an echo. Place an Obsidian Foot in the niche at the bottom. The statue speaks, but it is garbled. Place the other Obsidian Foot in the small obelisk on the opposite side of the clearing. The Jaguar god Tezcatlipoca awakens. Isn't he gorgeous? Talk to him about everything and he allows you to consult Quetzalcoatl, the feathered serpent. Quetz need two skulls to produce chulel, and he gives you a feather for protection. Oh-oh . . . protection from what? Yikes!! Now we need protection? Can't find your way back to the boat? Look for this scene. See the screenshot - find the boat 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! Go around the large tree to the right and climb into the web. You need to start at the edge of the web, with the broken spot just on your right. Take one step forward toward the spider to get its attention, and turn around returning to the edge. The spider follows you, but she is not very fast. It's a good thing, because this web is sticky. Turn left, one node along the edge, then left toward the center. Go to the caterpillar and pick it up, and keep going 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 go up the right-hand tree again and start at the same spot as before, 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 and go all the way around the web counterclockwise on the second row in from the edge until you get to the broken section again. Back to the edge, and forward three times. Now both spiders are on the perimeter, and you can get to the center, pick up the butterfly, turn around, and go back to the same side and once more counterclockwise to exit. (This is the hardest part of the whole game. If you made it through the two-spiders, you are truly a game-master!!) To see a map of the correct path through the two-spider web Click Here. Sunshine gets credit for this 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. Last spider: This time you must go around and up the left-hand tree to place yourself just left of the broken section. Look right, and place the feather on the far side of the broken section. It turns into an orange dot. Some kind of spider-munchie, I guess. Go stand on it and watch Big Mama Spider until she starts to come up that side of the broken section. Then, step back to where you started on the other side of the gap, and head for the center of the web. picking up the sword. When you see the sword in your possession, just turn around and let her approach, and whack the spider with the sword, stunning her long enough for you to get to the center and pick up the skulls that Quetzalcoatl wants. Exit the web on the far side as before. Be sure to walk towards the edge-node that isn't blocked by support-threads or you can't jump off in time. Go to the boat, step into the river, 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 nodes forward, as you are adjacent to the Bat-landing, there are three hotspots: left takes you to the bat; center takes you downstream; right takes you to the island-landing. Give the skulls to Quetzalcoatl, 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 of the living to give your king his chulel. If you didn't take time to explore all around the first time you were here, do so. It's well worth the look. Go down the steps behind where you arrive, and see the sights. There's nothing to actually do here, but there are some people and things to see, including another pyramid. The creators of this world took a lot of time doing it, and the least we can do is appreciate their efforts. Before you climb up the King's pyramid steps, turn around and face the green tree. Hold your crystal to match the etching on it to the pattern of the tree, so the lines turn red. Click here to see what you are looking for. Fly me to the Moon again. Return to earth, and now go see the king. You have saved the world again. Time to return to the Atlant‰ and use the third triangular stone to visit China. China You see yourself entering the body of Wei Yulan, a visiting researcher. (Do not ring the gong unless you want to return to the Atlant‰ for some reason.) If you try to exit the main 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 up the steps, take one step toward the entrance, and turn right, then left around the corner. Forward once after turning the corner, and look behind you. Speak with Sung Tao-Shih. Then enter the building, and go into the first room on the left. Talk to the Abbot until you have the whole story, and he suggests you talk to Master Wu. (You must have attempted to exit via the gate to trigger this conversation.) Wu tells you to meet him in the room of the turtle, which is inside the closed door on the right. Go in and talk with him. He gives you a medallion and a turtle. Ask him about both objects. He tells you that the turtle walks toward the mountain, with the plain at his back, the pagoda on his right, and the river on his left. The red symbol is the mountain. Rotate the ring (click once on the left rim) until the mountain is on the far side, and place the turtle in the water. Then, go to the place you must be standing to begin. You must start in the corner, diagonally opposite where Wu is standing. Tell Wu you are ready, and he guides you, giving directions vis-…-vis the 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 in the appropriate direction each time he tells you, until you have reached the house of the Tiger. Then, two steps toward the red wall and it opens. Love that unfolding effect! Go inside. Open the chest-within-chest until you find the magic wand. Go to the other end of the magic pool, and light the four incense- burners starting with red, and going clockwise. You will breathe the incense and shrink, making it possible to enter the magic world. Go in, as far as you can, (toward the bridge) and pick up five statues and a money-bag. Return to the real world, and step off the ivory platform to become large again. You need to place the five statues in their proper work environments. The Woodsman goes in the forest, the Water-carrier in the river, the Blacksmith in the volcano, the Shepherdess in the field, and the Cook in the kitchen. The money bag goes in the center. Then walk toward the magic bridge to shrink. Talk to each person. They are of one mind: they will give you something if you pay them. Fair is fair. Give them each a coin in exchange for a medallion. The medallions represent stone, metal, water, wood and fire. In the process, they give you clues to the riddle, so you can figure out the sequence to put the discs. Go the lift-bridge control where you found the statues, and place the medallions on the pegs in the above-mentioned order. 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 the golden doors. (This is the place to activate your crystal - To see the correct view, click here. If you want to wait until you are leaving, or until the end of the game, it's okay.) Important: click on the hunter so the arrow points at him, not at the fox. Go through the golden doors and enter the dragon. (No, not the movie with Bruce Lee) To get the dragon going, you need to find the key, which is a magic pearl. Look at the dragon-cloud device on the wall. To start, click on the dragon, then to raise all the small clouds, click on the large clouds in this sequence: left, right, right, left, right. Take the pearl and go into the cockpit (?) and place the pearl in the spot next to the door. Enjoy the marvelous sequence as the team fires up the dragon. I sure hope the guy up front knows how to drive! You arrive at Master Tan's house. Go the front door and enter. Ooops! Guess it's not that easy. After all, a guy who has not had a visitor in 375 years is bound to have a state- of-the-art security system. How to get in? Go around to the right to see if he has another door. No such luck. Try the front door again. Keep doing that until Tan Yun appears. He is fairly cordial, but he invites 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'm sure he used to work for the Motor Vehicle Department. Probably still does, in fact. Take the blank form and go looking for the Department of Pre- Approvals. (Whoops, sorry - that's another game.) If you want, you can go back outside and talk with Tan. It's optional, but you will learn what the characters inside are all about. We need to find the Chinese girl. (She won't be there if you left the arrow pointing at the fox; she was a fox in real life, and she and her cubs didn't survive. If this is the case, you will have to back-track to the golden doors and turn the arrow toward the hunter, sparing her life.) She is grateful and gives you a fan. The fan shows three emblems, which are randomized from game to game. I needed to find a blue horse, an orange dragon (looks like a cooked turkey) and an orange tiger; yet another time a blue dragon, a blue leopard, and the same blue dragon again. Another walkthrough reports needing the blue horse, a blue dragon and the orange dragon; yet another reports needing still a different combination, 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 after all. It's not supposed to be pleasant. Three of the form-stampers are upside down - standing on the ceiling! you need to find the steps that allow you to turn over and walk on the ceiling. I do believe the same characters always use the same stamps, so here's a description: Blue dragon -- Boss Hogg in a yellow slicker. Blue (entire) horse -- upside-down rabbit in red silk. Blue head of leopard -- upside down horse (right next to stairs.) Orange horse (head only) -- purple rat. Orange Dragon-- dog in blue & red. Orange (entire) tiger -- upside-down old goat in purple. Get the mushroom from the grumpy guy at the door. Glad to be done with those Spirits whizzing around? Go to Master Tan and give him the mushroom. You get the magic lantern in return. Ride the dragon back and exit this area through the Golden Doors. Just after stepping through the doors, look right and use your crystal to match its pattern so the lines turn red as before. To see the correct view, click here. That is, if you didn't do it on the way in. You get to see still more of the journey. Retrace your steps back to the turtle room and exit. Use the Serpent Lantern on the Shadow. Enjoy the destruction of the shadow demon. Master Wu gives you your third stone and you return to the Atlant‰. Now, the crystal that you activated at the three worlds has the original pattern on it. Go up on deck and look toward the bow of the flyer to match that pattern. End up at the moon again, but this time we have options other than just returning. Turn around and look toward the sun, and there is a new direction to go. Do it! Then look a little to the right and go again. (Don't turn around and go backwards, always take the easiest route forward.) You pass through the solar atmosphere (put on your hot-suit, will you?) and whiz past Jupiter and Saturn. They apparently haven't heard about the cost of fuel out here. Go through the Asteroid Belt. Then the nebula, to the planet obscured by asteroids, the sun from a distance, and finally back to earth. Do yourself a favor and Save your game here. 'nuf said. Go to the Planetarium and place your three remaining triangular stones in the appropriate spots. They should be ordered from left to right in your inventory as you received them, so start at the 12 o'clock position and put in the ornate Irish stone, followed by the 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, where you are confined by six curtains. The object here is to click on all six curtains in the same order you placed the stones. The simple" ones first, Ireland, Maya, China, followed by the "ornate" versions. Be careful, the curtains are not in sequence. You have to look for each one. See the screenshot - curtains After selecting the six curtains, you are transported up to Shambhala. Have a look around. No supernova here. Step off your floating island 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 Rhea about Shambhala, then yourself, then everything else. Go back around the pond the way you came; at the apple tree, there are two paths. Go right. You will enter the "circular path." Visiting 16 familiar sites, you will pick up 16 objects and learn some very enigmatic clues from seven characters. You may enter the cycle at any point, and after 16 visits, will return to where you were. Since each site has two exits, you may travel in either direction. If you use an exit and it takes you back to where you just were, go back and use the other way out. Here are the places and 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's grave, fan; jungle monuments, stone medallion; ivory shrink-plate, stick; sitting at manuscript, feather (note three exits here); king's pyramid, brush; birdman island, lantern. The second exit at Ailill's grave can be hard to find - look just above his head. Talk to each character you encounter and you will 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 This is pretty obscure stuff - the idea is to eliminate objects or locations from your consideration. "It's not a creature" for example, helps you cross off the turtle, salmon and grasshopper. "No birds fall to the ground there" eliminates the lantern because it's at the birdman's island. And so on. There is only one object that does not get crossed off your list, either directly by a clue, or by its location: the star. 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. You arrive on the bottom of the ocean near Atlantis. Go forward until you find the entrance to Atlantis. Upon entering, turn right and F1 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. The octopus pushes you back with one tentacle at a time. If you place the crystal at the base of the active tentacle, it lights up, and you can sever the active tentacle. It takes some fairly aggressive clicking, because the time is short, and the hotspot is small. I recommend saving right after cutting off each tentacle so you don't lose your progress. Do the biggest tentacles first. After cutting off enough tentacles, a short cutscene shows you absorbing the octopus's energy (swallowing its ink? Blecch! Absorbing the Dark, actually) and traveling back to the Atlant‰. Guru-san gives you a final crystal. It takes you to space again. As before, from the Earth-Moon node, go toward the sun. Right, close to the sun, and past Jupiter, Saturn and others to the asteroids. Choose the brighter of the two exits. Next choice: bright blue star with rays. Then the bright hole in the red field. Get it? always the brightest, since we are the bearer of light. Wind up in Eden for the closing movie. It's a little Adam-and- Eve-ish, but does make an effective closing to this segment of the story, leaving the idea of a sequel (three-quel?) intact. Be sure to sit through ALL the credits for another short movie at the very end. You get to see Tezcatlipoca. Beyond Atlantis is the title of the American version; Atlantis II is the European version of the same game. It is a true sequel, continuing the story established in Atlantis: the Lost Tales. If you enjoyed Beyond Atlantis and have not played the first game, I recommend it. The interface is the same, and the logic of the story is very similar. The next episode, Beyond Atlantis II in the US or Atlantis III in Europe was released in November 2001. This document may only be distributed with the express written permission of the author, Tally Ho The content of this document may not be altered in any way without the permission of the author. Any proposed changes or additions to the walkthrough may be submitted to Tally Ho. Copyright 2002 * GameBoomers www.gameboomers.com - o -