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Beyond Atlantis (PC) Walkthrough, version 1.0, January 7, 2002
by Adrean Issil, issilx@aol.com
copyright 2001 Adrean Issil
This document was prepared by me for the following websites and may not be
posted on any other websites or reprinted in any way without my permission:
GameFAQs, Neoseeker.com, a2zcheats.com, cheathappens.com.
INTRODUCTION: In Beyond Atlantis you assume the role of Ten, a bewildered young
man who contains one half of a mysterious entity who came to Earth long ago and
now needs to go back home. Ten is the only game hero in history not to have his
picture anywhere on the box to his own game and I bet some of you can guess
why, (that young feller ain't quite right). Your objective is to guide Ten on
his search for the pieces to a portal that will allow him to find his other
half, reunite with it and travel back to his home in the stars. Of course you
won't be able to do this if you have Windows XP (see below). Hampering your
quest are constant and repetitive CD changes, plus the typical
Dreamcatcher/Cryo hunt and click method of plot progression, which ensures that
you WILL hate this game eventually. Let me caution you by saying this game
includes partial nudity as well as blood and gore. Normally I wouldn't
complain, but the ESRB rating for this game is E for everyone! I am just
warning the consumer that this game is probably not appropriate for 7-10 year
olds, even if the ESRB thinks it is. Beyond Atlantis was released by
Dreamcatcher in June of 2000. Beyond Atlantis is the sequel to an earlier
Atlantis game, and was apparently released as Atlantis II in Europe.
SPECIAL NOTE: Beyond Atlantis is not compatible with Windows XP. Though you may
be able to get the game to run, cut scenes and interactive puzzles won't work
properly, which means you cannot advance beyond certain points in the game. I
know the box says "MINIMUM Requirements: Windows 95 or 98" but apparently that
also means "We at Dreamcatcher DO NOT accept that technology improves over
time." This explains why all Dreamcatcher titles feel like they have been
released ten years too late. I couldn't get the game to work right on my newer
computer, so I had to play it on my Pentium III with Windows 98, and that did
the trick. If you do not get the introductory sequence of Ten walking up a
snowy mountain when you start up, this game will not properly work on your
computer according to the technical support section of the Dreamcatcher
website.
CONTROLS:
- At the START UP MENU five astronomical icons are displayed, each can be used
to represent a different player's game. To start a game left-click on one of
the planets; the next time you start up the game click on the planet to resume
your most recent saved position.
- Beyond Atlantis does not utilize a continuous environment that your character
may freely move about in. Instead, Ten must MOVE ONE SCREEN AT A TIME, which
means you will spend most of your time searching for interactive zones on each
screen so you can figure out where to go next.
- The MOUSE controls almost all the interactivity of the game except for the
main menu, which is opened with Esc. Move the mouse to control your
perspective. The small white cross in the center of the screen is the focal
point of your perspective, when it moves over an interactive zone it will
change to a variety of different cursors depending on your options. To activate
an interactive zone LEFT-CLICK the cursor on it.
- When you can MOVE to a new screen the cursor looks like a spade with a blue
cross in it.
- When you can EXIT to a different area of the game the cursor looks like a
spade with a red cross in it.
- When you can PICK UP an object the cursor looks like four wedges coming
together to form a circle over the object, which has a green cross over it. The
same icon is used to push buttons.
- When you can USE AN OBJECT from your inventory on an interactive zone on the
screen the cursor will look like two swirling wings and a white cross. This
same icon is used to talk to people. The cross will turn purple if the
interactive zone is part of a PUZZLE.
- When you speak to a person DIALOG ICONS will appear next to them, left-click
an icon to discuss that topic. To clear the dialog icons left-click anywhere on
the shaded area around the icons.
- The INVENTORY design for this game is quite nice actually. RIGHT-CLICK to
open the inventory, then LEFT-CLICK on an object to take it out of your
inventory. To PUT AWAY an object in your hand, right-click twice. Objects in
your inventory do not interact with one another.
- The MAIN MENU (opened with Esc) gives you control of display and sound
options, as well as a place to save, load and exit the game. To save or load
select the icon that looks like a 3.5" disk, beneath it are two smaller 3.5"
disk icons, click the upper one to load a game and the lower one to save your
current position in the game. To exit the game click on the small door to the
bottom right of the screen. To exit the main menu press Esc again.
TIPS:
- Talk to everyone, this game is story driven, meaning some objects will only
appear on the screen or be given to Ten once he has learned more of the story
from the NPCs.
- The hardest part of the game is finding the interactive zones in each
environment where you are supposed to use the crystal ball. You will have to
search each screen within the environment very carefully. Keep the following
hints in mind: 1) There are 4 areas you must find, one each in Ireland, the
Yucatan, China and Tibet. 2) All the areas involve mountains or trees or
outside structures. 3) I have included the 4 locations as part of the
walkthrough, so if all else fails just cheat. Search under the appropriate
location in the walkthrough and look for the words CRYSTAL BALL.
- At the end of the game, wait through the credits to get an additional cut
scene.
SOLUTION:
- This walkthrough contains exact instructions on how to control your character
step by step to win "Beyond Atlantis". When you first enter a new location the
walkthrough will guide you through the EXPLORATION of the environment screen by
screen with instructions such as go straight, go right, go left, turn around
and go. To go straight/forward, left-click on the interactive area directly in
front of you with the movement cursor. To go right or left, left-click the
movement cursor on the interactive area 90 degrees to your right or left
respectively. When you are instructed to turn around and go, left-click with
the movement cursor on the interactive area 180 degrees from your current
perspective (behind you). As you move through the environment the walkthrough
will reference characteristics of the screen to help you remember it in case
you need to come back, this way you can find your own way back without
redundant precise instructions.
- INTERACTION: You may also be instructed to look in a certain direction;
change your perspective to face that direction, but do not click the cursor on
anything. When instructed to select something or pick up an object or
talk/speak to a person, left-click on it. When instructed to put an item in
your inventory, right-click twice with the item in your hand. When instructed
to use an item from your inventory on an interactive area, right-click to open
your inventory, left-click on the object, then left-click on the interactive
area.
- SUBHEADINGS: The walkthroughs of the complex locations were too big to be
easily searched in the event a reader only needed help with one of the puzzles
in that location. To facilitate finding the proper section I have broken up all
but one of the location walkthroughs into several portions, each portion with
its own descriptive heading. However, the entire text of the walkthrough is
still continuous like a story, you can read from one portion to the next, and
one location to the next, without a break in continuity.
-----------------------------------------------------------------------------
TIBET:
Go straight toward the ship, then straight up the ladder. Go down the steps to
your left, pick up the triangular stone on your left and put it in your
inventory. (I call this stone the 3 Skulls Stone, try to remember what it looks
like). Turn around and go toward the door on your right, then go straight
through it. After the meeting cut scene, speak to the obligatory wise old man
to your right. Three dialog boxes open, select the picture of the old man to
receive the crystal ball. Put it away and speak to him about Ten's hand, the
triangle shaped stone, and the crystal. Afterward exit through the door on your
right and return to the deck of the ship. Turn around and face the front of the
ship, take out the CRYSTAL BALL and hold it over the mountain behind the front
of the ship; the crystal ball's lines will glow red, left-click to use the
crystal and you will be taken to the moon, select the earth to return to the
ship. (You have taken your first step on Ten's semi-incredible journey and
hopefully saved yourself a couple of hours of searching.) Return to the old man
and speak to him about the crystal. Now go left toward the hammock. Turn around
and pick up the triangular stone beneath the desk. (I call this stone the
Celtic Stone, try to remember what it looks like.) Turn around and go left
towards the antechamber containing a portal. Pick up the triangular stone under
the hammock to your right. (I call this stone the Christmas Tree Stone, try to
remember what it looks like.) Now go towards the portal left of the hammock.
Take out and use the Celtic Stone (the second triangular stone you picked up)
on the area just above the bottommost small yellow arrow inside the dial on the
wall in front of you.
-----------------------------------------------------------------------------
IRELAND:
Finbar and the Manuscript:
Ten's spirit has traveled to Ireland and taken over the body of a young monk
named Felim. Look left and pick up the brush in the cup above the open
manuscript. Look left again and go toward the area to the left of the head monk
Liam. Go through the door on the left to enter the altar room. Go right and
look at the bookshelf to the right of the door in front of you, pick up the
skull piece on the middle shelf of the bookshelf. Go through the door to the
left of the bookshelf and look at the weeping head to your right, be sure your
cursor passes over it but do not select it. (NOTE: This is the exit from this
environment, if you left-click on it you will return to Tibet.) Go through the
door on your left to the outside. Go toward the first path to your right,
toward the gate in the distance. Go through the gate on your left, turn left
and speak to brother Finbar. Now go back to the manuscript room (reverse
directions) and speak to the head monk about Finbar and the weeping head. Go
right toward the chair, now select the manuscript picture, then take out the
brush and use it on the center of the manuscript picture. Felim has entered a
pagan fairytale. Go right, then left, and talk to the large blue man on your
left, Dian, about himself, the king Nuada, the monster Bres and the statue
Airmid. Turn around and go straight toward the king twice, then speak to him.
Turn around and go straight twice, go right, then go straight, now look to the
left side of the wall in front of you and left-click on the word exit.
Left-click the manuscript, then use the brush on the picture of the king to the
right to paint his sword. Look left of the manuscript and left-click, now exit
the church.
The Skull Pieces:
Go left around the outside of the church and move your cursor over the etched
markings on the wall to your left. Return to the screen with the mute brother
Finbar and take the path to his left. Go through the fence on the left, and
then pick up the fork on the ground to the left. Exit left, go straight toward
Finbar, take the left path toward the stone building (the tomb) in the
distance, now go straight towards in twice. Facing the entrance of the tomb go
left, then go straight toward the beehives in the distance. Pick up the skull
piece in the beehive on your right. Go left, go straight (bearing slightly
right), go straight, go right, go toward the monolith on the left, now face it
and move your cursor over the symbols on it. Go left of the standing stone
horse monolith, go left toward the trees, look at the fox in its hole on the
right, left-click on it and wait for it to run away. Keep waiting until you
hear a chicken squawk in the distance. Go left of the fox den, go right, then
right again; look down and to the left in a nook created by two large rocks.
Pick up the skull piece in the nook and go right. Go right again and from here
you can find your way back to the door of the church. Facing the door, go
toward the well on your left, go towards the well again, now turn around and
look slightly to the right of the chicken on the ground to the left of the
well. Pick up the skull piece you find there. Turn around and go toward the
head monk, speak to him about the strange markings on the church wall and he'll
give you Liam's key. Put it away and talk to him about the standing stone. Look
right and use Liam's key on the chest to open it, take Liam's knife and the
vellum, left-click on the vellum while it is in your inventory to view the
trees on it, left-click again to put it away. Turn left and speak to the head
monk about the vellum. Now take out the vellum while facing the head monk and
left-click on the tree third from the left, he tells you that it is an oak.
Left-click on the tree third from the right and he tells you it is elder. Make
a personal note about the symbols of these two trees, you will need it later.
Turn around and enter the fenced area, go straight toward the ladder. Look in
the hole on the roof, take out the fork and use it on the skull piece atop the
wooden cross on the left. Turn around and climb down, go straight through the
fence, go left of head monk, look in the hut to your right and pick up the
pitcher to your right. Now return to the church and face the weeping head. Use
the pitcher on the water pouring from the head. Now return to the altar room in
the church and look on the floor behind the altar and to the right of the
cross, pick up the skull piece you knocked down. Now return to the entrance of
the stone building (the tomb you spotted earlier). Go straight into the tomb
three times and approach the broken skull. Use all five pieces one at a time on
the skull to rebuild it. Talk to Mr. Head. Now use the pitcher of water on him.
Speak to Mr. Head, Aillil, about himself and about the etched markings. Now
give him Liam's knife. Return to the left side of the church where you found
the etched markings, face the symbols and take out the knife.
The Tree Puzzle:
Your goal is to alter the three sets of 5 lines so that the top set resembles
the symbol for the oak, the second set resembles the symbol for elder and the
third set is erased entirely. Left-clicking on a line will erase it, this must
be done from the bottom line of a set of five before the line above it can be
erased. Left-clicking on the space where an erased line was will cause the line
to reappear, this must be done from the topmost erased line of a set of five
before the line below it can be restored. Left-clicking to the left of one of
the three sets will cause that set to change the direction it is pointing. In
case you still can't figure it out here are step by step instructions for
solving this puzzle: (Using the knife) Left-click on each of the five lines of
the bottommost set of five, starting with the very bottom line of the set and
working up; your goal is to erase the entire bottom set. Left-click once to the
left of the middle set of five lines to get it to slant downwards to the right.
Now left-click on the bottom 3 lines of the top set of five lines, to erase
those three. Now left-click twice to the left of the top set so that the two
remaining lines of the set face left. Now left-click on the swirling figure to
the bottom right of the wall until you get a cut scene of the wall sliding
away. Pick up the stick in the crevice to the left. Return to the standing
stone horse monolith and face the horse figure. Use the stick on the horse
figure and it jumps out and runs away. Go right, then left, then left of the
tomb of Mr. Head, and wait at this screen while facing the beehives in the
distance. Eventually, the horse comes running up to you, now pick it up. Go
left toward the water, go left again following the beach, turn right and use
the horse on the water. Left-click on the horse to ride it to another island.
The Whistling Blackbird Poet:
Go straight, go left toward the man in the tree. Talk to the man about himself
by Adrean Issil, issilx@aol.com
copyright 2001 Adrean Issil
This document was prepared by me for the following websites and may not be
posted on any other websites or reprinted in any way without my permission:
GameFAQs, Neoseeker.com, a2zcheats.com, cheathappens.com.
INTRODUCTION: In Beyond Atlantis you assume the role of Ten, a bewildered young
man who contains one half of a mysterious entity who came to Earth long ago and
now needs to go back home. Ten is the only game hero in history not to have his
picture anywhere on the box to his own game and I bet some of you can guess
why, (that young feller ain't quite right). Your objective is to guide Ten on
his search for the pieces to a portal that will allow him to find his other
half, reunite with it and travel back to his home in the stars. Of course you
won't be able to do this if you have Windows XP (see below). Hampering your
quest are constant and repetitive CD changes, plus the typical
Dreamcatcher/Cryo hunt and click method of plot progression, which ensures that
you WILL hate this game eventually. Let me caution you by saying this game
includes partial nudity as well as blood and gore. Normally I wouldn't
complain, but the ESRB rating for this game is E for everyone! I am just
warning the consumer that this game is probably not appropriate for 7-10 year
olds, even if the ESRB thinks it is. Beyond Atlantis was released by
Dreamcatcher in June of 2000. Beyond Atlantis is the sequel to an earlier
Atlantis game, and was apparently released as Atlantis II in Europe.
SPECIAL NOTE: Beyond Atlantis is not compatible with Windows XP. Though you may
be able to get the game to run, cut scenes and interactive puzzles won't work
properly, which means you cannot advance beyond certain points in the game. I
know the box says "MINIMUM Requirements: Windows 95 or 98" but apparently that
also means "We at Dreamcatcher DO NOT accept that technology improves over
time." This explains why all Dreamcatcher titles feel like they have been
released ten years too late. I couldn't get the game to work right on my newer
computer, so I had to play it on my Pentium III with Windows 98, and that did
the trick. If you do not get the introductory sequence of Ten walking up a
snowy mountain when you start up, this game will not properly work on your
computer according to the technical support section of the Dreamcatcher
website.
CONTROLS:
- At the START UP MENU five astronomical icons are displayed, each can be used
to represent a different player's game. To start a game left-click on one of
the planets; the next time you start up the game click on the planet to resume
your most recent saved position.
- Beyond Atlantis does not utilize a continuous environment that your character
may freely move about in. Instead, Ten must MOVE ONE SCREEN AT A TIME, which
means you will spend most of your time searching for interactive zones on each
screen so you can figure out where to go next.
- The MOUSE controls almost all the interactivity of the game except for the
main menu, which is opened with Esc. Move the mouse to control your
perspective. The small white cross in the center of the screen is the focal
point of your perspective, when it moves over an interactive zone it will
change to a variety of different cursors depending on your options. To activate
an interactive zone LEFT-CLICK the cursor on it.
- When you can MOVE to a new screen the cursor looks like a spade with a blue
cross in it.
- When you can EXIT to a different area of the game the cursor looks like a
spade with a red cross in it.
- When you can PICK UP an object the cursor looks like four wedges coming
together to form a circle over the object, which has a green cross over it. The
same icon is used to push buttons.
- When you can USE AN OBJECT from your inventory on an interactive zone on the
screen the cursor will look like two swirling wings and a white cross. This
same icon is used to talk to people. The cross will turn purple if the
interactive zone is part of a PUZZLE.
- When you speak to a person DIALOG ICONS will appear next to them, left-click
an icon to discuss that topic. To clear the dialog icons left-click anywhere on
the shaded area around the icons.
- The INVENTORY design for this game is quite nice actually. RIGHT-CLICK to
open the inventory, then LEFT-CLICK on an object to take it out of your
inventory. To PUT AWAY an object in your hand, right-click twice. Objects in
your inventory do not interact with one another.
- The MAIN MENU (opened with Esc) gives you control of display and sound
options, as well as a place to save, load and exit the game. To save or load
select the icon that looks like a 3.5" disk, beneath it are two smaller 3.5"
disk icons, click the upper one to load a game and the lower one to save your
current position in the game. To exit the game click on the small door to the
bottom right of the screen. To exit the main menu press Esc again.
TIPS:
- Talk to everyone, this game is story driven, meaning some objects will only
appear on the screen or be given to Ten once he has learned more of the story
from the NPCs.
- The hardest part of the game is finding the interactive zones in each
environment where you are supposed to use the crystal ball. You will have to
search each screen within the environment very carefully. Keep the following
hints in mind: 1) There are 4 areas you must find, one each in Ireland, the
Yucatan, China and Tibet. 2) All the areas involve mountains or trees or
outside structures. 3) I have included the 4 locations as part of the
walkthrough, so if all else fails just cheat. Search under the appropriate
location in the walkthrough and look for the words CRYSTAL BALL.
- At the end of the game, wait through the credits to get an additional cut
scene.
SOLUTION:
- This walkthrough contains exact instructions on how to control your character
step by step to win "Beyond Atlantis". When you first enter a new location the
walkthrough will guide you through the EXPLORATION of the environment screen by
screen with instructions such as go straight, go right, go left, turn around
and go. To go straight/forward, left-click on the interactive area directly in
front of you with the movement cursor. To go right or left, left-click the
movement cursor on the interactive area 90 degrees to your right or left
respectively. When you are instructed to turn around and go, left-click with
the movement cursor on the interactive area 180 degrees from your current
perspective (behind you). As you move through the environment the walkthrough
will reference characteristics of the screen to help you remember it in case
you need to come back, this way you can find your own way back without
redundant precise instructions.
- INTERACTION: You may also be instructed to look in a certain direction;
change your perspective to face that direction, but do not click the cursor on
anything. When instructed to select something or pick up an object or
talk/speak to a person, left-click on it. When instructed to put an item in
your inventory, right-click twice with the item in your hand. When instructed
to use an item from your inventory on an interactive area, right-click to open
your inventory, left-click on the object, then left-click on the interactive
area.
- SUBHEADINGS: The walkthroughs of the complex locations were too big to be
easily searched in the event a reader only needed help with one of the puzzles
in that location. To facilitate finding the proper section I have broken up all
but one of the location walkthroughs into several portions, each portion with
its own descriptive heading. However, the entire text of the walkthrough is
still continuous like a story, you can read from one portion to the next, and
one location to the next, without a break in continuity.
-----------------------------------------------------------------------------
TIBET:
Go straight toward the ship, then straight up the ladder. Go down the steps to
your left, pick up the triangular stone on your left and put it in your
inventory. (I call this stone the 3 Skulls Stone, try to remember what it looks
like). Turn around and go toward the door on your right, then go straight
through it. After the meeting cut scene, speak to the obligatory wise old man
to your right. Three dialog boxes open, select the picture of the old man to
receive the crystal ball. Put it away and speak to him about Ten's hand, the
triangle shaped stone, and the crystal. Afterward exit through the door on your
right and return to the deck of the ship. Turn around and face the front of the
ship, take out the CRYSTAL BALL and hold it over the mountain behind the front
of the ship; the crystal ball's lines will glow red, left-click to use the
crystal and you will be taken to the moon, select the earth to return to the
ship. (You have taken your first step on Ten's semi-incredible journey and
hopefully saved yourself a couple of hours of searching.) Return to the old man
and speak to him about the crystal. Now go left toward the hammock. Turn around
and pick up the triangular stone beneath the desk. (I call this stone the
Celtic Stone, try to remember what it looks like.) Turn around and go left
towards the antechamber containing a portal. Pick up the triangular stone under
the hammock to your right. (I call this stone the Christmas Tree Stone, try to
remember what it looks like.) Now go towards the portal left of the hammock.
Take out and use the Celtic Stone (the second triangular stone you picked up)
on the area just above the bottommost small yellow arrow inside the dial on the
wall in front of you.
-----------------------------------------------------------------------------
IRELAND:
Finbar and the Manuscript:
Ten's spirit has traveled to Ireland and taken over the body of a young monk
named Felim. Look left and pick up the brush in the cup above the open
manuscript. Look left again and go toward the area to the left of the head monk
Liam. Go through the door on the left to enter the altar room. Go right and
look at the bookshelf to the right of the door in front of you, pick up the
skull piece on the middle shelf of the bookshelf. Go through the door to the
left of the bookshelf and look at the weeping head to your right, be sure your
cursor passes over it but do not select it. (NOTE: This is the exit from this
environment, if you left-click on it you will return to Tibet.) Go through the
door on your left to the outside. Go toward the first path to your right,
toward the gate in the distance. Go through the gate on your left, turn left
and speak to brother Finbar. Now go back to the manuscript room (reverse
directions) and speak to the head monk about Finbar and the weeping head. Go
right toward the chair, now select the manuscript picture, then take out the
brush and use it on the center of the manuscript picture. Felim has entered a
pagan fairytale. Go right, then left, and talk to the large blue man on your
left, Dian, about himself, the king Nuada, the monster Bres and the statue
Airmid. Turn around and go straight toward the king twice, then speak to him.
Turn around and go straight twice, go right, then go straight, now look to the
left side of the wall in front of you and left-click on the word exit.
Left-click the manuscript, then use the brush on the picture of the king to the
right to paint his sword. Look left of the manuscript and left-click, now exit
the church.
The Skull Pieces:
Go left around the outside of the church and move your cursor over the etched
markings on the wall to your left. Return to the screen with the mute brother
Finbar and take the path to his left. Go through the fence on the left, and
then pick up the fork on the ground to the left. Exit left, go straight toward
Finbar, take the left path toward the stone building (the tomb) in the
distance, now go straight towards in twice. Facing the entrance of the tomb go
left, then go straight toward the beehives in the distance. Pick up the skull
piece in the beehive on your right. Go left, go straight (bearing slightly
right), go straight, go right, go toward the monolith on the left, now face it
and move your cursor over the symbols on it. Go left of the standing stone
horse monolith, go left toward the trees, look at the fox in its hole on the
right, left-click on it and wait for it to run away. Keep waiting until you
hear a chicken squawk in the distance. Go left of the fox den, go right, then
right again; look down and to the left in a nook created by two large rocks.
Pick up the skull piece in the nook and go right. Go right again and from here
you can find your way back to the door of the church. Facing the door, go
toward the well on your left, go towards the well again, now turn around and
look slightly to the right of the chicken on the ground to the left of the
well. Pick up the skull piece you find there. Turn around and go toward the
head monk, speak to him about the strange markings on the church wall and he'll
give you Liam's key. Put it away and talk to him about the standing stone. Look
right and use Liam's key on the chest to open it, take Liam's knife and the
vellum, left-click on the vellum while it is in your inventory to view the
trees on it, left-click again to put it away. Turn left and speak to the head
monk about the vellum. Now take out the vellum while facing the head monk and
left-click on the tree third from the left, he tells you that it is an oak.
Left-click on the tree third from the right and he tells you it is elder. Make
a personal note about the symbols of these two trees, you will need it later.
Turn around and enter the fenced area, go straight toward the ladder. Look in
the hole on the roof, take out the fork and use it on the skull piece atop the
wooden cross on the left. Turn around and climb down, go straight through the
fence, go left of head monk, look in the hut to your right and pick up the
pitcher to your right. Now return to the church and face the weeping head. Use
the pitcher on the water pouring from the head. Now return to the altar room in
the church and look on the floor behind the altar and to the right of the
cross, pick up the skull piece you knocked down. Now return to the entrance of
the stone building (the tomb you spotted earlier). Go straight into the tomb
three times and approach the broken skull. Use all five pieces one at a time on
the skull to rebuild it. Talk to Mr. Head. Now use the pitcher of water on him.
Speak to Mr. Head, Aillil, about himself and about the etched markings. Now
give him Liam's knife. Return to the left side of the church where you found
the etched markings, face the symbols and take out the knife.
The Tree Puzzle:
Your goal is to alter the three sets of 5 lines so that the top set resembles
the symbol for the oak, the second set resembles the symbol for elder and the
third set is erased entirely. Left-clicking on a line will erase it, this must
be done from the bottom line of a set of five before the line above it can be
erased. Left-clicking on the space where an erased line was will cause the line
to reappear, this must be done from the topmost erased line of a set of five
before the line below it can be restored. Left-clicking to the left of one of
the three sets will cause that set to change the direction it is pointing. In
case you still can't figure it out here are step by step instructions for
solving this puzzle: (Using the knife) Left-click on each of the five lines of
the bottommost set of five, starting with the very bottom line of the set and
working up; your goal is to erase the entire bottom set. Left-click once to the
left of the middle set of five lines to get it to slant downwards to the right.
Now left-click on the bottom 3 lines of the top set of five lines, to erase
those three. Now left-click twice to the left of the top set so that the two
remaining lines of the set face left. Now left-click on the swirling figure to
the bottom right of the wall until you get a cut scene of the wall sliding
away. Pick up the stick in the crevice to the left. Return to the standing
stone horse monolith and face the horse figure. Use the stick on the horse
figure and it jumps out and runs away. Go right, then left, then left of the
tomb of Mr. Head, and wait at this screen while facing the beehives in the
distance. Eventually, the horse comes running up to you, now pick it up. Go
left toward the water, go left again following the beach, turn right and use
the horse on the water. Left-click on the horse to ride it to another island.
The Whistling Blackbird Poet:
Go straight, go left toward the man in the tree. Talk to the man about himself
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Other files from this game:
- Atlantis 3: Beyond Atlantis document by System on 14/03/2006, 06:30
Hints in UHS format - Atlantis 3: Beyond Atlantis solution by System on 09/03/2006, 09:50






